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Use unique thumbnail callback thunks in UI scenes
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@@ -54,7 +54,7 @@ C4JStorage::SAVETRANSFER_FILE_DETAILS UIScene_LoadOrJoinMenu::m_debugTransferDet
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namespace
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{
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int LoadSaveDataThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
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int LoadOrJoinThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
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{
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return UIScene_LoadOrJoinMenu::LoadSaveDataThumbnailReturned(lpParam, thumbnailData, thumbnailBytes);
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}
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@@ -648,7 +648,7 @@ void UIScene_LoadOrJoinMenu::tick()
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app.DebugPrintf("Requesting the first thumbnail\n");
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// set the save to load
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PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturnedThunk,this);
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadOrJoinThumbnailReturnedThunk,this);
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if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
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{
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@@ -711,7 +711,7 @@ void UIScene_LoadOrJoinMenu::tick()
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app.DebugPrintf("Requesting another thumbnail\n");
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// set the save to load
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PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturnedThunk,this);
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadOrJoinThumbnailReturnedThunk,this);
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if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
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{
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// something went wrong
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