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Remove DWORD skin IDs from player customisation APIs
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@@ -348,9 +348,9 @@ void MultiplayerLocalPlayer::StopSleeping()
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}
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// 4J Added
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void MultiplayerLocalPlayer::setAndBroadcastCustomSkin(DWORD skinId)
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void MultiplayerLocalPlayer::setAndBroadcastCustomSkin(std::uint32_t skinId)
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{
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DWORD oldSkinIndex = getCustomSkin();
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std::uint32_t oldSkinIndex = getCustomSkin();
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LocalPlayer::setCustomSkin(skinId);
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#ifndef _CONTENT_PACKAGE
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wprintf(L"Skin for local player %ls has changed to %ls (%d)\n", name.c_str(), customTextureUrl.c_str(), getPlayerDefaultSkin() );
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@@ -358,9 +358,9 @@ void MultiplayerLocalPlayer::setAndBroadcastCustomSkin(DWORD skinId)
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if(getCustomSkin() != oldSkinIndex) connection->send( std::shared_ptr<TextureAndGeometryChangePacket>( new TextureAndGeometryChangePacket( shared_from_this(), app.GetPlayerSkinName(GetXboxPad()) ) ) );
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}
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void MultiplayerLocalPlayer::setAndBroadcastCustomCape(DWORD capeId)
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void MultiplayerLocalPlayer::setAndBroadcastCustomCape(std::uint32_t capeId)
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{
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DWORD oldCapeIndex = getCustomCape();
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std::uint32_t oldCapeIndex = getCustomCape();
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LocalPlayer::setCustomCape(capeId);
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#ifndef _CONTENT_PACKAGE
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wprintf(L"Cape for local player %ls has changed to %ls\n", name.c_str(), customTextureUrl2.c_str());
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