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Remove DWORD from UI thumbnail callback headers
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@@ -6,7 +6,15 @@
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#include <ces.h>
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#endif
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int UIScene_InGameSaveManagementMenu::LoadSaveDataThumbnailReturned(void *lpParam, std::uint8_t *pbThumbnail, DWORD dwThumbnailBytes)
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namespace
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{
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int LoadSaveDataThumbnailReturnedThunk(void *lpParam, PBYTE pbThumbnail, DWORD dwThumbnailBytes)
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{
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return UIScene_InGameSaveManagementMenu::LoadSaveDataThumbnailReturned(lpParam, reinterpret_cast<std::uint8_t *>(pbThumbnail), dwThumbnailBytes);
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}
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}
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int UIScene_InGameSaveManagementMenu::LoadSaveDataThumbnailReturned(void *lpParam, std::uint8_t *pbThumbnail, unsigned int dwThumbnailBytes)
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{
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UIScene_InGameSaveManagementMenu *pClass= (UIScene_InGameSaveManagementMenu *)lpParam;
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@@ -258,7 +266,7 @@ void UIScene_InGameSaveManagementMenu::tick()
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app.DebugPrintf("Requesting the first thumbnail\n");
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// set the save to load
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PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturned,this);
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturnedThunk,this);
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if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
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{
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@@ -323,7 +331,7 @@ void UIScene_InGameSaveManagementMenu::tick()
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app.DebugPrintf("Requesting another thumbnail\n");
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// set the save to load
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PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturned,this);
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturnedThunk,this);
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if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
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{
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// something went wrong
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