Remove WinAPI counts from XUI menu locals

This commit is contained in:
notmatthewbeshay
2026-03-14 07:08:46 +11:00
parent e45dfbeee6
commit 7b39869e38
4 changed files with 22 additions and 23 deletions

View File

@@ -459,7 +459,7 @@ HRESULT CScene_MultiGameCreate::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPr
else
{
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0;
int connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
@@ -565,7 +565,7 @@ int CScene_MultiGameCreate::WarningTrialTexturePackReturned(void *pParam,int iPa
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0;
int connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
@@ -628,7 +628,7 @@ HRESULT CScene_MultiGameCreate::OnNotifyValueChanged (HXUIOBJ hObjSource, XUINot
{
// Enable the done button when we have all of the necessary information
std::wstring wWorldName = m_EditWorldName.GetText();
BOOL bHasWorldName = ( wWorldName.length()!=0);
bool bHasWorldName = ( wWorldName.length()!=0);
m_NewWorld.SetEnable(bHasWorldName);
}
else if(hObjSource==m_SliderDifficulty.GetSlider() )
@@ -761,7 +761,7 @@ int CScene_MultiGameCreate::ConfirmCreateReturned(void *pParam,int iPad,C4JStora
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0;
int connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
@@ -815,7 +815,7 @@ int CScene_MultiGameCreate::StartGame_SignInReturned(void *pParam,bool bContinue
// It's possible that the player has not signed in - they can back out
if(ProfileManager.IsSignedIn(iPad))
{
DWORD dwLocalUsersMask = 0;
unsigned int dwLocalUsersMask = 0;
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
bool noPrivileges = false;
@@ -889,7 +889,7 @@ void CScene_MultiGameCreate::CreateGame(CScene_MultiGameCreate* pClass, DWORD dw
// Make our next save default to the name of the level
StorageManager.SetSaveTitle((wchar_t *)wWorldName.c_str());
BOOL bHasSeed = (pClass->m_EditSeed.GetText() != NULL);
bool bHasSeed = (pClass->m_EditSeed.GetText() != NULL);
std::wstring wSeed;
if(bHasSeed)