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AchievementManager - Minor cleanup
Deleting the unused m_game_data and m_is_game_loaded fields.
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@ -598,11 +598,6 @@ rc_client_t* AchievementManager::GetClient()
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return m_client;
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}
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rc_api_fetch_game_data_response_t* AchievementManager::GetGameData()
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{
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return &m_game_data;
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}
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const AchievementManager::Badge& AchievementManager::GetGameBadge() const
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{
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return m_game_badge.data.empty() ? m_default_game_badge : m_game_badge;
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@ -736,12 +731,8 @@ void AchievementManager::CloseGame()
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if (Config::Get(Config::RA_DISCORD_PRESENCE_ENABLED))
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Discord::UpdateDiscordPresence();
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if (rc_client_get_game_info(m_client))
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{
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rc_api_destroy_fetch_game_data_response(&m_game_data);
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rc_client_unload_game(m_client);
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}
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INFO_LOG_FMT(ACHIEVEMENTS, "Game closed.");
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m_game_data = {};
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}
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m_update_callback(UpdatedItems{.all = true});
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@ -160,7 +160,6 @@ public:
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const Badge& GetPlayerBadge() const;
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std::string_view GetGameDisplayName() const;
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rc_client_t* GetClient();
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rc_api_fetch_game_data_response_t* GetGameData();
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const Badge& GetGameBadge() const;
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const Badge& GetAchievementBadge(AchievementId id, bool locked) const;
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const LeaderboardStatus* GetLeaderboardInfo(AchievementId leaderboard_id);
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@ -278,9 +277,6 @@ private:
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std::atomic_bool m_background_execution_allowed = true;
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Badge m_player_badge;
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Hash m_game_hash{};
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u32 m_game_id = 0;
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rc_api_fetch_game_data_response_t m_game_data{};
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bool m_is_game_loaded = false;
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Badge m_game_badge;
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bool m_display_welcome_message = false;
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std::unordered_map<AchievementId, Badge> m_unlocked_badges;
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