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Remove Win32 local state types from join and load menus
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@@ -387,8 +387,8 @@ int UIScene_JoinMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
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// Shared function to join the game that is the same whether we used the sign-in UI or not
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void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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{
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DWORD dwSignedInUsers = 0;
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bool noPrivileges = false;
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int signedInUsers = 0;
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int localUsersMask = 0;
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bool isSignedInLive = true;
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int iPadNotSignedInLive = -1;
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@@ -402,6 +402,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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{
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if(ProfileManager.IsSignedIn(index))
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{
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++signedInUsers;
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if (isSignedInLive && !ProfileManager.IsSignedInLive(index))
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{
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// Record the first non signed in live pad
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@@ -418,6 +419,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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{
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if(ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()))
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{
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++signedInUsers;
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if( !ProfileManager.AllowedToPlayMultiplayer(ProfileManager.GetPrimaryPad()) ) noPrivileges = true;
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localUsersMask |= CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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@@ -457,8 +459,8 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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bool noUGC = false;
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BOOL pccAllowed = TRUE;
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BOOL pccFriendsAllowed = TRUE;
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bool pccAllowed = true;
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bool pccFriendsAllowed = true;
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#if defined(__PS3__) || defined(__PSVITA__)
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if(isSignedInLive)
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@@ -485,7 +487,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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pClass->m_bIgnoreInput=false;
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int messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
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if(dwSignedInUsers > 1) messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
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if(signedInUsers > 1) messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
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ui.RequestUGCMessageBox(IDS_CONNECTION_FAILED, messageText);
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}
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