The steam api seems to treat bools as the full register not just al.

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Mr_Goldberg 2022-06-04 17:16:11 -04:00
parent 3dab666dd8
commit d8bcb11ef2
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5 changed files with 808 additions and 808 deletions

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@ -191,7 +191,7 @@
// SteamAPI_Init must be called before using any other API functions. If it fails, an
// error message will be output to the debugger (or stderr) with further information.
S_API bool S_CALLTYPE SteamAPI_Init();
S_API steam_bool S_CALLTYPE SteamAPI_Init();
// SteamAPI_Shutdown should be called during process shutdown if possible.
S_API void S_CALLTYPE SteamAPI_Shutdown();
@ -206,7 +206,7 @@ S_API void S_CALLTYPE SteamAPI_Shutdown();
//
// NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary
// since the DRM wrapper will ensure that your application was launched properly through Steam.
S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
S_API steam_bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID );
// Many Steam API functions allocate a small amount of thread-local memory for parameter storage.
// SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread.
@ -226,7 +226,7 @@ S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
// SteamAPI_IsSteamRunning() returns true if Steam is currently running
S_API bool S_CALLTYPE SteamAPI_IsSteamRunning();
S_API steam_bool S_CALLTYPE SteamAPI_IsSteamRunning();
// Pumps out all the steam messages, calling registered callbacks.
// NOT THREADSAFE - do not call from multiple threads simultaneously.

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@ -62,9 +62,9 @@ const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff;
// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the
// server is out of date. (Only servers with the latest version will be listed.)
#ifndef STEAM_API_EXPORTS
S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
S_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
#endif
S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
S_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );
// Shutdown SteamGameSeverXxx interfaces, log out, and free resources.
S_API void SteamGameServer_Shutdown();
@ -76,7 +76,7 @@ S_API void SteamGameServer_Shutdown();
// so single-threaded servers do not need to explicitly call this function.
inline void SteamGameServer_ReleaseCurrentThreadMemory();
S_API bool SteamGameServer_BSecure();
S_API steam_bool SteamGameServer_BSecure();
S_API uint64 SteamGameServer_GetSteamID();
// Older SDKs exported this global pointer, but it is no longer supported.