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Remove Win32 local state types from create world menu
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@@ -932,7 +932,7 @@ void UIScene_CreateWorldMenu::checkStateAndStartGame()
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else
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{
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// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
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DWORD connectedControllers = 0;
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int connectedControllers = 0;
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for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
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{
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if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
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@@ -941,8 +941,8 @@ void UIScene_CreateWorldMenu::checkStateAndStartGame()
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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//bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && m_MoreOptionsParams.bOnlineGame;
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bool noUGC = false;
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BOOL pccAllowed = TRUE;
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BOOL pccFriendsAllowed = TRUE;
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bool pccAllowed = true;
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bool pccFriendsAllowed = true;
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bool bContentRestricted = false;
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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@@ -1214,7 +1214,7 @@ void UIScene_CreateWorldMenu::CreateGame(UIScene_CreateWorldMenu* pClass, int lo
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LoadingInputParams *loadingParams = new LoadingInputParams();
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loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
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loadingParams->lpParam = (LPVOID)param;
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loadingParams->lpParam = param;
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// Reset the autosave time
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app.SetAutosaveTimerTime();
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@@ -1300,8 +1300,8 @@ int UIScene_CreateWorldMenu::StartGame_SignInReturned(void *pParam,bool bContinu
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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bool noUGC = false;
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BOOL pccAllowed = TRUE;
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BOOL pccFriendsAllowed = TRUE;
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bool pccAllowed = true;
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bool pccFriendsAllowed = true;
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
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@@ -1347,7 +1347,7 @@ int UIScene_CreateWorldMenu::ConfirmCreateReturned(void *pParam,int iPad,C4JStor
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bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
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// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
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DWORD connectedControllers = 0;
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int connectedControllers = 0;
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for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
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{
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if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
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@@ -1367,8 +1367,8 @@ int UIScene_CreateWorldMenu::ConfirmCreateReturned(void *pParam,int iPad,C4JStor
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
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bool noUGC = false;
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BOOL pccAllowed = TRUE;
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BOOL pccFriendsAllowed = TRUE;
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bool pccAllowed = true;
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bool pccFriendsAllowed = true;
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
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