feat: Windows64 local multiplayer support (#13)
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu and CreateWorldMenu, proceeding directly to local play since Xbox Live stubs always return true for IsSignedInLive() - Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64 - Allow pad-connected players to join without a profile sign-in check - Fix ghost RemotePlayer creation by scanning all local player slots and matching on server-assigned player index rather than controller slot, fixing P3/P4 ghost entities when joining out of controller order - Give each player a unique name (Player 1-4) based on controller index instead of a single shared stub name - Use raw XInput (XInputGetState) for secondary controller join detection, bypassing the 4J toggle system which consumes all button presses before game logic runs; uses a 120-frame latch for a reliable detection window - Add .gitignore for Visual Studio build artifacts and output directories
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@@ -1337,7 +1337,14 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
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#endif
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else
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{
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#ifdef _WINDOWS64
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// On Windows64, IsSignedInLive() returns true as a stub but Xbox Live is
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// not available. Skip QuadrantSignin and proceed directly with local play.
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DWORD dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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StartGameFromSave(pClass, dwLocalUsersMask);
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#else
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pClass->m_bRequestQuadrantSignin = true;
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#endif
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}
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}
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}
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