Add: Final screen for SMOnline
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#include "global.h"
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#if !defined(WITHOUT_NETWORKING)
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#include "ScreenSMOnlineLogin.h"
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#include "ScreenManager.h"
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#include "ThemeManager.h"
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#include "RageTimer.h"
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#include "ActorUtil.h"
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#include "Actor.h"
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#include "GameSoundManager.h"
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#include "MenuTimer.h"
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#include "NetworkSyncManager.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "ScreenDimensions.h"
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#include "crypto\CryptMD5.h"
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const ScreenMessage SM_SMOnlinePack = ScreenMessage(SM_User+8);
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REGISTER_SCREEN_CLASS( ScreenSMOnlineLogin );
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ScreenSMOnlineLogin::ScreenSMOnlineLogin( const CString& sName ) : ScreenWithMenuElements( sName )
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{
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m_iPlayer = THEME->GetMetricI( sName, "PlayerNumber" ) - 1;
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m_sUserName = GAMESTATE->GetPlayerDisplayName((PlayerNumber)m_iPlayer);
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m_sprPassword.SetName( "PasswordBG" );
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m_sprPassword.Load( THEME->GetPathG( m_sName, "PasswordBG" ) );
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m_sprPassword.SetHorizAlign( align_left );
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SET_XY_AND_ON_COMMAND( m_sprPassword );
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this->AddChild( &m_sprPassword );
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m_textTitle.LoadFromFont( THEME->GetPathF(m_sName,"text") );
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m_textTitle.SetName( "Title" );
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SET_XY_AND_ON_COMMAND( m_textTitle );
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this->AddChild( &m_textTitle );
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m_textTitle.SetText( NSMAN->GetServerName() );
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m_textUserName.LoadFromFont( THEME->GetPathF(m_sName,"text") );
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m_textUserName.SetName( "UserName" );
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m_textUserName.SetWrapWidthPixels( SCREEN_WIDTH );
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SET_XY_AND_ON_COMMAND( m_textUserName );
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this->AddChild( &m_textUserName );
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//XXX: Yuck, this should be metric'ed out when we get a chance
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m_textUserName.SetText( "You are logging on as " + m_sUserName + " if this is incorrect, please change your profile." );
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m_textPassword.LoadFromFont( THEME->GetPathF(m_sName,"text") );
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m_textPassword.SetName( "Password" );
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SET_XY_AND_ON_COMMAND( m_textPassword );
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this->AddChild( &m_textPassword );
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m_sPassword = "";
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m_textLoginMessage.LoadFromFont( THEME->GetPathF(m_sName,"text") );
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m_textLoginMessage.SetName( "LoginMessage" );
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SET_XY_AND_ON_COMMAND( m_textLoginMessage );
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this->AddChild( &m_textLoginMessage );
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}
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void ScreenSMOnlineLogin::Input( const DeviceInput& DeviceI, const InputEventType type,
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const GameInput& GameI, const MenuInput& MenuI,
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const StyleInput& StyleI )
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{
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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return;
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if( (type != IET_FIRST_PRESS) && (type != IET_SLOW_REPEAT) && (type != IET_FAST_REPEAT ) )
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return;
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bool bHoldingShift =
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT));
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bool bHoldingCtrl =
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL)) ||
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(!NSMAN->useSMserver); //If we are disconnected, assume no chatting
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switch( DeviceI.button )
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{
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case KEY_ENTER:
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case KEY_KP_ENTER:
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if ( m_sPassword != "" )
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SendLogin();
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return;
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break;
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case KEY_BACK:
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if(!m_sPassword.empty())
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m_sPassword = m_sPassword.erase( m_sPassword.size()-1 );
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UpdateTextInput();
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break;
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default:
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char c;
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c = DeviceI.ToChar();
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if( bHoldingShift && !bHoldingCtrl )
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{
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c = (char)toupper(c);
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switch( c )
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{
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case '`': c='~'; break;
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case '1': c='!'; break;
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case '2': c='@'; break;
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case '3': c='#'; break;
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case '4': c='$'; break;
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case '5': c='%'; break;
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case '6': c='^'; break;
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case '7': c='&'; break;
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case '8': c='*'; break;
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case '9': c='('; break;
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case '0': c=')'; break;
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case '-': c='_'; break;
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case '=': c='+'; break;
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case '[': c='{'; break;
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case ']': c='}'; break;
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case '\'': c='"'; break;
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case '\\': c='|'; break;
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case ';': c=':'; break;
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case ',': c='<'; break;
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case '.': c='>'; break;
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case '/': c='?'; break;
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}
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}
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if( (c >= ' ') && (!bHoldingCtrl) )
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{
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m_sPassword += c;
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UpdateTextInput();
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}
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break;
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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void ScreenSMOnlineLogin::HandleScreenMessage( const ScreenMessage SM )
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{
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Screen::HandleScreenMessage( SM );
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switch( SM )
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{
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "PrevScreen") );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NextScreen") );
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break;
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case SM_SMOnlinePack:
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int ResponceCode = NSMAN->m_SMOnlinePacket.Read1();
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if ( ResponceCode == 0 )
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{
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int Status = NSMAN->m_SMOnlinePacket.Read1();
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if ( Status == 0 )
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SCREENMAN->SendMessageToTopScreen( SM_GoToNextScreen );
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else
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{
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CString Responce = NSMAN->m_SMOnlinePacket.ReadNT();
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m_textLoginMessage.SetText( Responce );
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}
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}
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//Else we ignore it.
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break;
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}
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}
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void ScreenSMOnlineLogin::MenuStart( PlayerNumber pn )
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{
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SendLogin();
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}
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void ScreenSMOnlineLogin::MenuBack( PlayerNumber pn )
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{
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SCREENMAN->SendMessageToTopScreen( SM_GoToPrevScreen );
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}
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void ScreenSMOnlineLogin::TweenOffScreen()
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{
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OFF_COMMAND( m_textTitle );
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OFF_COMMAND( m_textUserName );
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OFF_COMMAND( m_textPassword );
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OFF_COMMAND( m_textLoginMessage );
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OFF_COMMAND( m_sprPassword );
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}
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void ScreenSMOnlineLogin::UpdateTextInput()
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{
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CString PasswordText;
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for ( int i = 0; i < m_sPassword.length(); ++i )
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PasswordText+='*';
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m_textPassword.SetText( PasswordText );
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}
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void ScreenSMOnlineLogin::SendLogin()
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{
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CString HashedName;
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CString PreHashedName;
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unsigned char Output[16];
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const unsigned char *Input = (unsigned char *)m_sPassword.c_str();
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MD5Context BASE;
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memset(&BASE,0,sizeof(MD5Context));
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memset(&Output,0,16);
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MD5Init( &BASE );
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MD5Update( &BASE, Input, 5);
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MD5Final( Output, &BASE );
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for (int i = 0; i < 16; i++)
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PreHashedName += ssprintf( "%2X", Output[i] );
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//XXX: Yuck. Convert spaces to 0's better. (will fix soon)
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for (int i = 0; i < 32; i++)
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if ( PreHashedName.c_str()[i] == ' ' )
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HashedName += '0';
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else
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HashedName += PreHashedName.c_str()[i];
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NSMAN->m_SMOnlinePacket.ClearPacket();
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NSMAN->m_SMOnlinePacket.Write1((uint8_t)0); //Login command
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NSMAN->m_SMOnlinePacket.Write1((uint8_t)0); //MD5 hash style
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NSMAN->m_SMOnlinePacket.WriteNT(m_sUserName);
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NSMAN->m_SMOnlinePacket.WriteNT(HashedName);
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NSMAN->SendSMOnline( );
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}
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#endif
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/*
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* (c) 2004 Charles Lohr
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* All rights reserved.
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* Elements from ScreenTextEntry
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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