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

@@ -455,7 +455,7 @@ HRESULT CScene_MultiGameJoinLoad::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotify
{
m_bIgnoreInput=true;
DWORD nIndex = m_pGamesList->GetCurSel();
int nIndex = m_pGamesList->GetCurSel();
if( m_pGamesList->GetItemCount() > 0 && nIndex < currentSessions.size() )
{
@@ -645,7 +645,7 @@ HRESULT CScene_MultiGameJoinLoad::OnKeyDown(XUIMessageInput* pInputData, BOOL& r
case VK_PAD_Y:
if(m_pGamesList->TreeHasFocus() && m_pGamesList->GetItemCount() > 0)
{
DWORD nIndex = m_pGamesList->GetCurSel();
int nIndex = m_pGamesList->GetCurSel();
FriendSessionInfo *pSelectedSession = currentSessions.at( nIndex );
PlayerUID xuid = pSelectedSession->data.hostPlayerUID;
@@ -659,7 +659,7 @@ HRESULT CScene_MultiGameJoinLoad::OnKeyDown(XUIMessageInput* pInputData, BOOL& r
if(ProfileManager.IsSignedInLive( m_iPad ))
{
// 4J-PB - required for a delete of the save if it's found to be a corrupted save
DWORD nIndex = m_pSavesList->GetCurSel();
int nIndex = m_pSavesList->GetCurSel();
m_iChangingSaveGameInfoIndex=m_pSavesList->GetData(nIndex).iIndex;
unsigned int uiIDA[2];
@@ -1133,7 +1133,7 @@ void CScene_MultiGameJoinLoad::UpdateGamesList()
return;
}
DWORD nIndex = -1;
int nIndex = -1;
FriendSessionInfo *pSelectedSession = NULL;
if(m_pGamesList->TreeHasFocus() && m_pGamesList->GetItemCount() > 0)
{
@@ -1216,7 +1216,7 @@ void CScene_MultiGameJoinLoad::UpdateGamesList()
unsigned int xuiListSize = m_pGamesList->GetItemCount();
unsigned int filteredListSize = (unsigned int)currentSessions.size();
BOOL gamesListHasFocus = m_pGamesList->TreeHasFocus();
bool gamesListHasFocus = m_pGamesList->TreeHasFocus() != FALSE;
if(filteredListSize > 0)
{
@@ -1790,7 +1790,7 @@ int CScene_MultiGameJoinLoad::LoadSaveDataReturned(void *pParam,bool bContinue)
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad());
// 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;
@@ -1798,7 +1798,7 @@ int CScene_MultiGameJoinLoad::LoadSaveDataReturned(void *pParam,bool bContinue)
if(!isClientSide || connectedControllers == 1 || !RenderManager.IsHiDef())
{
DWORD dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
unsigned int dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
// No guest problems so we don't need to force a sign-in of players here
StartGameFromSave(pClass, dwLocalUsersMask);
@@ -1825,7 +1825,7 @@ int CScene_MultiGameJoinLoad::StartGame_SignInReturned(void *pParam,bool bContin
// 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;
for(unsigned int index = 0; index < XUSER_MAX_COUNT; ++index)
{