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Use standard message option arrays in app flows
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@@ -1172,7 +1172,7 @@ void ClientConnection::onDisconnect(DisconnectPacket::eDisconnectReason reason,
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m_userIndex == ProfileManager.GetPrimaryPad() &&
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!MinecraftServer::saveOnExitAnswered() )
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{
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UINT uiIDA[1];
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unsigned int uiIDA[1];
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uiIDA[0]=IDS_CONFIRM_OK;
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ui.RequestMessageBox(IDS_EXITING_GAME, IDS_GENERIC_ERROR, uiIDA, 1, ProfileManager.GetPrimaryPad(),&ClientConnection::HostDisconnectReturned,NULL, app.GetStringTable());
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}
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@@ -1987,7 +1987,7 @@ void ClientConnection::handlePreLogin(std::shared_ptr<PreLoginPacket> packet)
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else if(cantPlayContentRestricted) reason = DisconnectPacket::eDisconnect_ContentRestricted_Single_Local;
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app.DebugPrintf("Exiting player %d on handling Pre-Login packet due UGC privileges: %d\n", m_userIndex, reason);
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UINT uiIDA[1];
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unsigned int uiIDA[1];
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uiIDA[0]=IDS_CONFIRM_OK;
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if(!isFriendsWithHost) ui.RequestMessageBox( IDS_CANTJOIN_TITLE, IDS_NOTALLOWED_FRIENDSOFFRIENDS, uiIDA,1,m_userIndex,NULL,NULL, app.GetStringTable());
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else ui.RequestMessageBox( IDS_CANTJOIN_TITLE, IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL, uiIDA,1,m_userIndex,NULL,NULL, app.GetStringTable());
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@@ -3291,7 +3291,7 @@ int ClientConnection::HostDisconnectReturned(void *pParam,int iPad,C4JStorage::E
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// we need to ask if they are sure they want to overwrite the existing game
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if(bSaveExists && StorageManager.GetSaveDisabled())
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{
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UINT uiIDA[2];
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unsigned int uiIDA[2];
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uiIDA[0]=IDS_CONFIRM_CANCEL;
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uiIDA[1]=IDS_CONFIRM_OK;
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ui.RequestMessageBox(IDS_TITLE_SAVE_GAME, IDS_CONFIRM_SAVE_GAME, uiIDA, 2, ProfileManager.GetPrimaryPad(),&ClientConnection::ExitGameAndSaveReturned,NULL, app.GetStringTable());
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@@ -3306,7 +3306,7 @@ int ClientConnection::HostDisconnectReturned(void *pParam,int iPad,C4JStorage::E
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// we need to ask if they are sure they want to overwrite the existing game
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if(bSaveExists)
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{
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UINT uiIDA[2];
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unsigned int uiIDA[2];
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uiIDA[0]=IDS_CONFIRM_CANCEL;
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uiIDA[1]=IDS_CONFIRM_OK;
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ui.RequestMessageBox(IDS_TITLE_SAVE_GAME, IDS_CONFIRM_SAVE_GAME, uiIDA, 2, ProfileManager.GetPrimaryPad(),&ClientConnection::ExitGameAndSaveReturned,NULL, app.GetStringTable());
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