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Fix player save data issue & multiple username implementations (#257)
* fix saving issue & multiple username implementations * Update README.md Updated the method for overriding in-game username from '-name' to 'username.txt'. * remove unused include i forgot to get rid of while testing
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7 changed files with 20 additions and 50 deletions
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@ -589,8 +589,21 @@ char fakeGamerTag[32] = "PlayerName";
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void SetFakeGamertag(char* name) { strcpy_s(fakeGamerTag, name); }
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char* C_4JProfile::GetGamertag(int iPad) { return fakeGamerTag; }
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#else
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char* C_4JProfile::GetGamertag(int iPad) { extern char g_Win64Username[17]; return g_Win64Username; }
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wstring C_4JProfile::GetDisplayName(int iPad) { extern wchar_t g_Win64UsernameW[17]; return g_Win64UsernameW; }
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#include <windows.h>
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const char* C_4JProfile::GetGamertag(int iPad)
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{
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static std::string narrowName;
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const wchar_t* wideName = g_playerName.c_str();
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int sizeNeeded = WideCharToMultiByte(CP_UTF8, 0, wideName, -1, nullptr, 0, nullptr, nullptr);
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narrowName.resize(sizeNeeded);
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WideCharToMultiByte(CP_UTF8, 0, wideName, -1, &narrowName[0], sizeNeeded, nullptr, nullptr);
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return narrowName.c_str();
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}
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wstring C_4JProfile::GetDisplayName(int iPad) { return g_playerName; }
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#endif
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bool C_4JProfile::IsFullVersion() { return s_bProfileIsFullVersion; }
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void C_4JProfile::SetSignInChangeCallback(void (*Func)(LPVOID, bool, unsigned int), LPVOID lpParam) {}
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