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The steam api seems to treat bools as the full register not just al.
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5 changed files with 808 additions and 808 deletions
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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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@ -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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