Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
This commit is contained in:
@@ -21,7 +21,7 @@
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//----------------------------------------------------------------------------------
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HRESULT CScene_Teleport::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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TeleportMenuInitData *initParam = static_cast<TeleportMenuInitData *>(pInitData->pvInitData);
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TeleportMenuInitData *initParam = (TeleportMenuInitData *)pInitData->pvInitData;
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m_iPad = initParam->iPad;
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m_teleportToPlayer = initParam->teleportToPlayer;
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@@ -51,7 +51,7 @@ HRESULT CScene_Teleport::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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INetworkPlayer *player = g_NetworkManager.GetPlayerByIndex( i );
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if( player != nullptr && !(player->IsLocal() && player->GetUserIndex() == m_iPad) )
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if( player != NULL && !(player->IsLocal() && player->GetUserIndex() == m_iPad) )
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{
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m_players[m_playersCount] = player->GetSmallId();
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++m_playersCount;
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@@ -125,7 +125,7 @@ HRESULT CScene_Teleport::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pN
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void CScene_Teleport::OnPlayerChanged(void *callbackParam, INetworkPlayer *pPlayer, bool leaving)
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{
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CScene_Teleport *scene = static_cast<CScene_Teleport *>(callbackParam);
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CScene_Teleport *scene = (CScene_Teleport *)callbackParam;
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bool playerFound = false;
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for(int i = 0; i < scene->m_playersCount; ++i)
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@@ -167,7 +167,7 @@ HRESULT CScene_Teleport::OnGetSourceDataText(XUIMessageGetSourceText *pGetSource
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if( pGetSourceTextData->iItem < m_playersCount )
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{
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INetworkPlayer *player = g_NetworkManager.GetPlayerBySmallId( m_players[pGetSourceTextData->iItem] );
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if( player != nullptr )
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if( player != NULL )
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{
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#ifndef _CONTENT_PACKAGE
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if(app.DebugSettingsOn() && (app.GetGameSettingsDebugMask()&(1L<<eDebugSetting_DebugLeaderboards)))
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@@ -253,7 +253,7 @@ HRESULT CScene_Teleport::OnGetSourceDataText(XUIMessageGetSourceText *pGetSource
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hr=XuiElementGetChildById(hVisual,L"VoiceGroup",&hVoiceIcon);
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playFrame = -1;
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if(player != nullptr && player->HasVoice() )
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if(player != NULL && player->HasVoice() )
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{
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if( player->IsMutedByLocalUser(m_iPad) )
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{
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