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Fixes to matchmaking and friends.
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@ -156,12 +156,9 @@ Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callbac
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static bool ok_friend_flags(int iFriendFlags)
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{
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if (iFriendFlags & k_EFriendFlagBlocked) return false;
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if (iFriendFlags & k_EFriendFlagIgnored) return false;
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if (iFriendFlags & k_EFriendFlagIgnoredFriend) return false;
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if (iFriendFlags & k_EFriendFlagFriendshipRequested) return false;
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if (iFriendFlags & k_EFriendFlagRequestingFriendship) return false;
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return true;
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if (iFriendFlags & k_EFriendFlagImmediate) return true;
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return false;
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}
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// returns the local players name - guaranteed to not be NULL.
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@ -218,11 +215,11 @@ EPersonaState GetPersonaState()
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// then GetFriendByIndex() can then be used to return the id's of each of those users
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int GetFriendCount( int iFriendFlags )
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{
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PRINT_DEBUG("Steam_Friends::GetFriendCount\n");
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PRINT_DEBUG("Steam_Friends::GetFriendCount %i\n", iFriendFlags);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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int count = 0;
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if (ok_friend_flags(iFriendFlags)) count = friends.size();
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PRINT_DEBUG("count %i\n", count);
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return count;
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}
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@ -1187,7 +1187,11 @@ void RunCallbacks()
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} else {
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try {
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PRINT_DEBUG("%s\n", value->second.c_str());
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int compare_to = std::stoll(value->second, 0, 0);
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int compare_to = 0;
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//TODO: check if this is how real steam behaves
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if (value->second.size()) {
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compare_to = std::stoll(value->second, 0, 0);
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}
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PRINT_DEBUG("Compare Values %i %i\n", compare_to, f.value_int);
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if (f.eComparisonType == k_ELobbyComparisonEqual) {
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if (compare_to == f.value_int) {
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