Remove Win32 local state types from join and load menus

This commit is contained in:
notmatthewbeshay
2026-03-10 23:52:28 +11:00
parent 7f29aa5d99
commit e2bbccf7eb
2 changed files with 15 additions and 13 deletions

View File

@@ -1205,8 +1205,8 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
bool pccAllowed = true;
bool pccFriendsAllowed = true;
bool bContentRestricted = false;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
#if defined(__PS3__) || defined(__PSVITA__)
@@ -1477,7 +1477,7 @@ void UIScene_LoadMenu::StartGameFromSave(UIScene_LoadMenu* pClass, int localUser
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = (LPVOID)param;
loadingParams->lpParam = param;
// Reset the autosave time
app.SetAutosaveTimerTime();
@@ -1514,7 +1514,7 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && 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;
@@ -1525,8 +1525,8 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
bool pccAllowed = true;
bool pccFriendsAllowed = true;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
@@ -1601,7 +1601,7 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = (LPVOID)param;
loadingParams->lpParam = param;
// Reset the autosave time
app.SetAutosaveTimerTime();
@@ -1685,8 +1685,8 @@ int UIScene_LoadMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
bool pccAllowed = true;
bool pccFriendsAllowed = true;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;