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Add AR Code Whitelist Approval
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@ -50,6 +50,11 @@ namespace Gecko
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class GeckoCode;
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} // namespace Gecko
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namespace ActionReplay
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{
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struct ARCode;
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} // namespace ActionReplay
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class AchievementManager
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{
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public:
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@ -135,7 +140,10 @@ public:
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const std::string& game_ini_id) const;
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void FilterApprovedGeckoCodes(std::vector<Gecko::GeckoCode>& codes,
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const std::string& game_ini_id) const;
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void FilterApprovedARCodes(std::vector<ActionReplay::ARCode>& codes,
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const std::string& game_ini_id) const;
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bool CheckApprovedGeckoCode(const Gecko::GeckoCode& code, const std::string& game_ini_id) const;
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bool CheckApprovedARCode(const ActionReplay::ARCode& code, const std::string& game_ini_id) const;
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void SetSpectatorMode();
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std::string_view GetPlayerDisplayName() const;
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@ -197,6 +205,7 @@ private:
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bool CheckApprovedCode(const T& code, const std::string& game_ini_id) const;
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Common::SHA1::Digest GetCodeHash(const PatchEngine::Patch& patch) const;
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Common::SHA1::Digest GetCodeHash(const Gecko::GeckoCode& code) const;
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Common::SHA1::Digest GetCodeHash(const ActionReplay::ARCode& code) const;
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static void LeaderboardEntriesCallback(int result, const char* error_message,
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rc_client_leaderboard_entry_list_t* list,
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@ -288,6 +297,12 @@ public:
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return true;
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};
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constexpr bool CheckApprovedARCode(const ActionReplay::ARCode& code,
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const std::string& game_ini_id)
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{
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return true;
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};
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constexpr void LoadGame(const std::string&, const DiscIO::Volume*) {}
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constexpr void SetBackgroundExecutionAllowed(bool allowed) {}
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