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Cleaned up some issues with AchievementManager::CloseGame.
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@ -447,14 +447,19 @@ void AchievementManager::CloseGame()
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{
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{
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{
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{
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std::lock_guard lg{m_lock};
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std::lock_guard lg{m_lock};
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m_is_game_loaded = false;
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if (m_is_game_loaded)
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m_game_id = 0;
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{
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m_queue.Cancel();
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m_is_game_loaded = false;
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m_unlock_map.clear();
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ActivateDeactivateAchievements();
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m_system = nullptr;
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ActivateDeactivateLeaderboards();
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ActivateDeactivateAchievements();
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ActivateDeactivateRichPresence();
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ActivateDeactivateLeaderboards();
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m_game_id = 0;
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ActivateDeactivateRichPresence();
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m_unlock_map.clear();
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rc_api_destroy_fetch_game_data_response(&m_game_data);
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std::memset(&m_game_data, 0, sizeof(m_game_data));
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m_queue.Cancel();
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m_system = nullptr;
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}
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}
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}
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if (m_update_callback)
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if (m_update_callback)
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m_update_callback();
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m_update_callback();
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