Fix: Fixed the double press sound on more options againg on the loadmenu and create world menu
and fix the bug where the save thumbnail wasn't displaying correctly in loadmenu
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@@ -437,9 +437,6 @@ void UIScene_CreateWorldMenu::handlePress(F64 controlId, F64 childId)
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if (isDirectEditBlocking()) return;
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#endif
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//CD - Added for audio
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ui.PlayUISFX(eSFX_Press);
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switch(static_cast<int>(controlId))
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{
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case eControl_EditWorldName:
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@@ -492,11 +489,13 @@ void UIScene_CreateWorldMenu::handlePress(F64 controlId, F64 childId)
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break;
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case eControl_TexturePackList:
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{
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ui.PlayUISFX(eSFX_Press);
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UpdateCurrentTexturePack(static_cast<int>(childId));
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}
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break;
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case eControl_NewWorld:
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{
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ui.PlayUISFX(eSFX_Press);
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#ifdef _DURANGO
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if(m_MoreOptionsParams.bOnlineGame)
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{
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@@ -267,11 +267,10 @@ UIScene_LoadMenu::UIScene_LoadMenu(int iPad, void *initData, UILayer *parentLaye
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}
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if (params->saveDetails != nullptr)
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{
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// Set thumbnail name from save filename (needed for texture display in tick)
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wchar_t wFilename[MAX_SAVEFILENAME_LENGTH];
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ZeroMemory(wFilename, sizeof(wFilename));
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mbstowcs(wFilename, params->saveDetails->UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH - 1);
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m_thumbnailName = wFilename;
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// Use a stable texture key for saves so the icon survives save/quit refreshes.
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wchar_t textureName[64];
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swprintf(textureName, 64, L"loadsave_large_%08x", m_iSaveGameInfoIndex);
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m_thumbnailName = textureName;
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if (params->saveDetails->pbThumbnailData && params->saveDetails->dwThumbnailSize > 0)
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{
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@@ -742,9 +741,6 @@ void UIScene_LoadMenu::handlePress(F64 controlId, F64 childId)
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{
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if(m_bIgnoreInput) return;
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//CD - Added for audio
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ui.PlayUISFX(eSFX_Press);
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switch(static_cast<int>(controlId))
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{
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// case eControl_GameMode:
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@@ -776,11 +772,13 @@ void UIScene_LoadMenu::handlePress(F64 controlId, F64 childId)
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break;
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case eControl_TexturePackList:
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{
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ui.PlayUISFX(eSFX_Press);
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UpdateCurrentTexturePack(static_cast<int>(childId));
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}
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break;
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case eControl_LoadWorld:
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{
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ui.PlayUISFX(eSFX_Press);
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#ifdef _DURANGO
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if(m_MoreOptionsParams.bOnlineGame)
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{
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@@ -1962,4 +1960,4 @@ int UIScene_LoadMenu::MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EM
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// pClass->m_bIgnoreInput=false;
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// return 0;
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// }
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#endif
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#endif
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