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
This commit is contained in:
Sean Hoyt
2026-03-01 10:50:48 -06:00
committed by GitHub
parent d5707899db
commit b5111232aa
7 changed files with 95 additions and 5 deletions

View File

@@ -1337,7 +1337,14 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
#endif
else
{
#ifdef _WINDOWS64
// On Windows64, IsSignedInLive() returns true as a stub but Xbox Live is
// not available. Skip QuadrantSignin and proceed directly with local play.
DWORD dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
StartGameFromSave(pClass, dwLocalUsersMask);
#else
pClass->m_bRequestQuadrantSignin = true;
#endif
}
}
}