feat: copy save (rockefeler)
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+6
-3
@@ -133,9 +133,11 @@ public:
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ESaveGame_Rename,
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ESaveGame_Delete,
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ESaveGame_GetSaveThumbnail // Not used as an actual state in the PS4, but the game expects this to be returned to indicate success when getting a thumbnail
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ESaveGame_GetSaveThumbnail, // Not used as an actual state in the PS4, but the game expects this to be returned to indicate success when getting a thumbnail
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ESaveGame_CopyCompleteSuccess,
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ESaveGame_CopyCompleteFail
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};
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enum ELoadGameStatus
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{
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ELoadGame_Idle = 0,
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@@ -261,7 +263,8 @@ public:
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unsigned int GetSaveSize();
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void GetSaveData(void* pvData, unsigned int* puiBytes);
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PVOID AllocateSaveData(unsigned int uiBytes);
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void SetSaveImages(PBYTE pbThumbnail, DWORD dwThumbnailBytes, PBYTE pbImage, DWORD dwImageBytes, PBYTE pbTextData, DWORD dwTextDataBytes); // Sets the thumbnail & image for the save, optionally setting the metadata in the png
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void SetSaveImages(PBYTE pbThumbnail, DWORD dwThumbnailBytes, PBYTE pbImage, DWORD dwImageBytes, PBYTE pbTextData, DWORD dwTextDataBytes);
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C4JStorage::ESaveGameState CopySaveData(PSAVE_INFO pSaveInfo, int (*Func)(LPVOID, const bool, C4JStorage::ESaveGameState), bool (*FuncProg)(LPVOID, const int), LPVOID lpParam); // Sets the thumbnail & image for the save, optionally setting the metadata in the png
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C4JStorage::ESaveGameState SaveSaveData(int(*Func)(LPVOID, const bool), LPVOID lpParam);
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void CopySaveDataToNewSave(PBYTE pbThumbnail, DWORD cbThumbnail, WCHAR* wchNewName, int (*Func)(LPVOID lpParam, bool), LPVOID lpParam);
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void SetSaveDeviceSelected(unsigned int uiPad, bool bSelected);
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