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Replace remaining WinAPI types with standard C++ equivalents
DWORD→uint32_t, BYTE→uint8_t, HRESULT→int32_t, HANDLE→void*, UINT→uint32_t, INT→int32_t, WORD→uint16_t, LONG→int32_t, SHORT→int16_t, LONGLONG→int64_t, ULONG_PTR→uintptr_t, PBYTE→uint8_t*, LPWSTR/PWSTR→wchar_t*, FLOAT→float, CHAR→char, boolean→bool, CONST→const, TRUE→true, FALSE→false across 176 files (excluding vendor libs and Linux stubs).
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@@ -136,8 +136,8 @@ void UIScene_HelpAndOptionsMenu::handleReload() {
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if (!ProfileManager.IsFullVersion()) //|| ProfileManager.IsGuest(m_iPad))
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{
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#if TO_BE_IMPLEMENTED
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m_Buttons[BUTTON_HAO_CHANGESKIN].SetEnable(FALSE);
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m_Buttons[BUTTON_HAO_CHANGESKIN].EnableInput(FALSE);
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m_Buttons[BUTTON_HAO_CHANGESKIN].SetEnable(false);
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m_Buttons[BUTTON_HAO_CHANGESKIN].EnableInput(false);
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// set the focus to the second button
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XuiElementSetUserFocus(m_Buttons[BUTTON_HAO_HOWTOPLAY].m_hObj, m_iPad);
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@@ -156,8 +156,8 @@ void UIScene_HelpAndOptionsMenu::handleInput(int iPad, int key, bool repeat,
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bool pressed, bool released,
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bool& handled) {
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// app.DebugPrintf("UIScene_DebugOverlay handling input for pad %d, key %d,
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// down- %s, pressed- %s, released- %s\n", iPad, key, down?"TRUE":"FALSE",
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// pressed?"TRUE":"FALSE", released?"TRUE":"FALSE");
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// down- %s, pressed- %s, released- %s\n", iPad, key, down?"true":"false",
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// pressed?"true":"false", released?"true":"false");
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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