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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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