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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-23 12:28:07 +01:00
The steam api seems to treat bools as the full register not just al.
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parent
3dab666dd8
commit
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5 changed files with 808 additions and 808 deletions
30
dll/dll.cpp
30
dll/dll.cpp
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@ -224,7 +224,7 @@ STEAMAPI_API void * S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData
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// SteamAPI_Init must be called before using any other API functions. If it fails, an
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// error message will be output to the debugger (or stderr) with further information.
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static HSteamPipe user_steam_pipe;
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STEAMAPI_API bool S_CALLTYPE SteamAPI_Init()
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_Init()
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{
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PRINT_DEBUG("SteamAPI_Init called\n");
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if (user_steam_pipe) return true;
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@ -240,7 +240,7 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_Init()
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}
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//TODO: not sure if this is the right signature for this function.
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STEAMAPI_API bool S_CALLTYPE SteamAPI_InitAnonymousUser()
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_InitAnonymousUser()
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{
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PRINT_DEBUG("SteamAPI_InitAnonymousUser called\n");
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return SteamAPI_Init();
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@ -310,7 +310,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown()
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//
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// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
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// since the DRM wrapper will ensure that your application was launched properly through Steam.
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STEAMAPI_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID )
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID )
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{
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PRINT_DEBUG("SteamAPI_RestartAppIfNecessary %u\n", unOwnAppID);
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#ifdef EMU_EXPERIMENTAL_BUILD
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@ -440,7 +440,7 @@ STEAMAPI_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSt
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// SteamAPI_IsSteamRunning() returns true if Steam is currently running
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STEAMAPI_API bool S_CALLTYPE SteamAPI_IsSteamRunning()
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_IsSteamRunning()
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{
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PRINT_DEBUG("SteamAPI_IsSteamRunning\n");
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return true;
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@ -512,7 +512,7 @@ STEAMAPI_API HSteamUser GetHSteamUser()
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// exists only for backwards compat with code written against older SDKs
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STEAMAPI_API bool S_CALLTYPE SteamAPI_InitSafe()
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_InitSafe()
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{
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PRINT_DEBUG("SteamAPI_InitSafe\n");
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SteamAPI_Init();
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@ -574,8 +574,8 @@ STEAMAPI_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser()
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}
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//See: SteamGameServer_Init
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//STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
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//STEAMAPI_API steam_bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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STEAMAPI_API steam_bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
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{
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const char *pchVersionString;
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EServerMode serverMode;
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@ -604,7 +604,7 @@ STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSte
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STEAMAPI_API ISteamClient *SteamGameServerClient();
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STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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STEAMAPI_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString )
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{
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PRINT_DEBUG("SteamInternal_GameServer_Init %u %hu %hu %hu %u %s\n", unIP, usPort, usGamePort, usQueryPort, eServerMode, pchVersionString);
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load_old_interface_versions();
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@ -618,12 +618,12 @@ STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16
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}
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//SteamGameServer004 and before:
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//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString );
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//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString );
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//SteamGameServer010 and before:
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//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
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//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString );
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//SteamGameServer011 and later:
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//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
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//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 )
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{
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const char *pchVersionString;
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EServerMode serverMode;
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@ -686,7 +686,7 @@ STEAMAPI_API void SteamGameServer_RunCallbacks()
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get_steam_client()->RunCallbacks(false, true);
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}
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STEAMAPI_API bool SteamGameServer_BSecure()
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STEAMAPI_API steam_bool SteamGameServer_BSecure()
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{
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PRINT_DEBUG("SteamGameServer_BSecure\n");
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return get_steam_client()->steam_gameserver->BSecure();
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@ -897,7 +897,7 @@ STEAMAPI_API const char *VR_GetStringForHmdError( int error )
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return "";
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}
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STEAMAPI_API bool VR_IsHmdPresent()
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STEAMAPI_API steam_bool VR_IsHmdPresent()
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{
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return false;
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}
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@ -907,7 +907,7 @@ STEAMAPI_API void VR_Shutdown()
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}
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STEAMAPI_API bool SteamAPI_RestartApp( uint32 appid )
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STEAMAPI_API steam_bool SteamAPI_RestartApp( uint32 appid )
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{
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PRINT_DEBUG("SteamAPI_RestartApp %u\n", appid);
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return SteamAPI_RestartAppIfNecessary(appid);
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806
dll/flat.cpp
806
dll/flat.cpp
File diff suppressed because it is too large
Load diff
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@ -191,7 +191,7 @@
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// SteamAPI_Init must be called before using any other API functions. If it fails, an
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// error message will be output to the debugger (or stderr) with further information.
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S_API bool S_CALLTYPE SteamAPI_Init();
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S_API steam_bool S_CALLTYPE SteamAPI_Init();
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// SteamAPI_Shutdown should be called during process shutdown if possible.
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S_API void S_CALLTYPE SteamAPI_Shutdown();
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@ -206,7 +206,7 @@ S_API void S_CALLTYPE SteamAPI_Shutdown();
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//
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// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
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// since the DRM wrapper will ensure that your application was launched properly through Steam.
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S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
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S_API steam_bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
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// Many Steam API functions allocate a small amount of thread-local memory for parameter storage.
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// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread.
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@ -226,7 +226,7 @@ S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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// SteamAPI_IsSteamRunning() returns true if Steam is currently running
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S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
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S_API steam_bool S_CALLTYPE SteamAPI_IsSteamRunning();
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// Pumps out all the steam messages, calling registered callbacks.
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// NOT THREADSAFE - do not call from multiple threads simultaneously.
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File diff suppressed because it is too large
Load diff
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@ -62,9 +62,9 @@ const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff;
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// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the
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// server is out of date. (Only servers with the latest version will be listed.)
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#ifndef STEAM_API_EXPORTS
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S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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S_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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#endif
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S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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S_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
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// Shutdown SteamGameSeverXxx interfaces, log out, and free resources.
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S_API void SteamGameServer_Shutdown();
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@ -76,7 +76,7 @@ S_API void SteamGameServer_Shutdown();
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// so single-threaded servers do not need to explicitly call this function.
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inline void SteamGameServer_ReleaseCurrentThreadMemory();
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S_API bool SteamGameServer_BSecure();
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S_API steam_bool SteamGameServer_BSecure();
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S_API uint64 SteamGameServer_GetSteamID();
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// Older SDKs exported this global pointer, but it is no longer supported.
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