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@ -161,6 +161,7 @@ static void ClientLoginWithTokenCallback(int result, const char* error_message,
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static void ClientLoginWithPasswordCallback(int result, const char* error_message, rc_client_t* client, void* userdata);
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static void ClientLoadGameCallback(int result, const char* error_message, rc_client_t* client, void* userdata);
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static void DisplayHardcoreDeferredMessage();
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static void DisplayAchievementSummary();
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static void UpdateRichPresence(std::unique_lock<std::recursive_mutex>& lock);
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@ -411,6 +412,10 @@ bool Achievements::Initialize()
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ClientLoginWithTokenCallback, nullptr);
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}
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// Hardcore mode isn't enabled when achievements first starts, if a game is already running.
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if (System::IsValid() && IsLoggedInOrLoggingIn() && g_settings.achievements_hardcore_mode)
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DisplayHardcoreDeferredMessage();
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return true;
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}
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@ -481,12 +486,8 @@ void Achievements::UpdateSettings(const Settings& old_config)
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}
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else if (!s_hardcore_mode && g_settings.achievements_hardcore_mode)
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{
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if (HasActiveGame() && FullscreenUI::Initialize())
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{
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ImGuiFullscreen::ShowToast(std::string(),
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TRANSLATE_STR("Achievements", "Hardcore mode will be enabled on system reset."),
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Host::OSD_WARNING_DURATION);
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}
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if (HasActiveGame())
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DisplayHardcoreDeferredMessage();
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}
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}
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@ -878,6 +879,12 @@ void Achievements::ClientLoadGameCallback(int result, const char* error_message,
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DisableHardcoreMode();
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return;
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}
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else if (result == RC_LOGIN_REQUIRED)
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{
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// We would've asked to re-authenticate, so leave HC on for now.
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// Once we've done so, we'll reload the game.
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return;
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}
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else if (result != RC_OK)
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{
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ReportFmtError("Loading game failed: {}", error_message);
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@ -992,6 +999,16 @@ void Achievements::DisplayAchievementSummary()
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PlatformMisc::PlaySoundAsync(Path::Combine(EmuFolders::Resources, INFO_SOUND_NAME).c_str());
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}
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void Achievements::DisplayHardcoreDeferredMessage()
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{
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if (g_settings.achievements_hardcore_mode && !s_hardcore_mode && System::IsValid() && FullscreenUI::Initialize())
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{
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ImGuiFullscreen::ShowToast(std::string(),
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TRANSLATE_STR("Achievements", "Hardcore mode will be enabled on system reset."),
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Host::OSD_WARNING_DURATION);
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}
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}
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void Achievements::HandleResetEvent(const rc_client_event_t* event)
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{
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// We handle system resets ourselves, but still need to reset the client's state.
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