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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-20 12:55:44 +00:00
Remove WinAPI counts from XUI menu locals
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@@ -455,7 +455,7 @@ HRESULT CScene_MultiGameJoinLoad::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotify
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{
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m_bIgnoreInput=true;
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DWORD nIndex = m_pGamesList->GetCurSel();
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int nIndex = m_pGamesList->GetCurSel();
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if( m_pGamesList->GetItemCount() > 0 && nIndex < currentSessions.size() )
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{
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@@ -645,7 +645,7 @@ HRESULT CScene_MultiGameJoinLoad::OnKeyDown(XUIMessageInput* pInputData, BOOL& r
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case VK_PAD_Y:
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if(m_pGamesList->TreeHasFocus() && m_pGamesList->GetItemCount() > 0)
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{
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DWORD nIndex = m_pGamesList->GetCurSel();
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int nIndex = m_pGamesList->GetCurSel();
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FriendSessionInfo *pSelectedSession = currentSessions.at( nIndex );
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PlayerUID xuid = pSelectedSession->data.hostPlayerUID;
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@@ -659,7 +659,7 @@ HRESULT CScene_MultiGameJoinLoad::OnKeyDown(XUIMessageInput* pInputData, BOOL& r
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if(ProfileManager.IsSignedInLive( m_iPad ))
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{
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// 4J-PB - required for a delete of the save if it's found to be a corrupted save
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DWORD nIndex = m_pSavesList->GetCurSel();
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int nIndex = m_pSavesList->GetCurSel();
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m_iChangingSaveGameInfoIndex=m_pSavesList->GetData(nIndex).iIndex;
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unsigned int uiIDA[2];
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@@ -1133,7 +1133,7 @@ void CScene_MultiGameJoinLoad::UpdateGamesList()
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return;
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}
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DWORD nIndex = -1;
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int nIndex = -1;
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FriendSessionInfo *pSelectedSession = NULL;
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if(m_pGamesList->TreeHasFocus() && m_pGamesList->GetItemCount() > 0)
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{
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@@ -1216,7 +1216,7 @@ void CScene_MultiGameJoinLoad::UpdateGamesList()
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unsigned int xuiListSize = m_pGamesList->GetItemCount();
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unsigned int filteredListSize = (unsigned int)currentSessions.size();
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BOOL gamesListHasFocus = m_pGamesList->TreeHasFocus();
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bool gamesListHasFocus = m_pGamesList->TreeHasFocus() != FALSE;
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if(filteredListSize > 0)
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{
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@@ -1790,7 +1790,7 @@ int CScene_MultiGameJoinLoad::LoadSaveDataReturned(void *pParam,bool bContinue)
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bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad());
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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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@@ -1798,7 +1798,7 @@ int CScene_MultiGameJoinLoad::LoadSaveDataReturned(void *pParam,bool bContinue)
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if(!isClientSide || connectedControllers == 1 || !RenderManager.IsHiDef())
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{
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DWORD dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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unsigned int dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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// No guest problems so we don't need to force a sign-in of players here
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StartGameFromSave(pClass, dwLocalUsersMask);
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@@ -1825,7 +1825,7 @@ int CScene_MultiGameJoinLoad::StartGame_SignInReturned(void *pParam,bool bContin
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// It's possible that the player has not signed in - they can back out
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if(ProfileManager.IsSignedIn(iPad))
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{
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DWORD dwLocalUsersMask = 0;
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unsigned int dwLocalUsersMask = 0;
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for(unsigned int index = 0; index < XUSER_MAX_COUNT; ++index)
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{
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