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AchievementManager: Return by reference from GetLock()
This makes the API a little nicer to use, since you don't need to do a mandatory dereference when passing the lock into any kind of scope guard.
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@ -75,7 +75,7 @@ void AchievementsWindow::UpdateData()
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{
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{
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auto& instance = AchievementManager::GetInstance();
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std::lock_guard lg{*instance.GetLock()};
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std::lock_guard lg{instance.GetLock()};
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const bool is_game_loaded = instance.IsGameLoaded();
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m_header_widget->UpdateData();
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