Fixed issue with game treating bool return values as an int.
parent
bfa1e95f7b
commit
1648c14243
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@ -769,7 +769,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteam
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/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
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/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
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/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
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STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
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{
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PRINT_DEBUG("%s\n", __FUNCTION__);
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std::queue<struct cb_data> *q = NULL;
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@ -829,7 +829,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPip
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/// Return the call result for the specified call on the specified pipe. You really should
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/// only call this in a handler for SteamAPICallCompleted_t callback.
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STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
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{
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PRINT_DEBUG("SteamAPI_ManualDispatch_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected);
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Steam_Client *steam_client = get_steam_client();
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@ -961,7 +961,7 @@ SteamMasterServerUpdater
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*/
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STEAMCLIENT_API bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
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STEAMCLIENT_API steam_bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
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{
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PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe);
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SteamAPI_ManualDispatch_Init();
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@ -976,7 +976,7 @@ STEAMCLIENT_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe )
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SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe );
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}
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STEAMCLIENT_API bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed )
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STEAMCLIENT_API steam_bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed )
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{
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PRINT_DEBUG("Steam_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected);
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return SteamAPI_ManualDispatch_GetAPICallResult(hSteamPipe, hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed);
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@ -311,14 +311,14 @@ S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe );
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/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
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/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
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/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
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S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
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S_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
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/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
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S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe );
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/// Return the call result for the specified call on the specified pipe. You really should
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/// only call this in a handler for SteamAPICallCompleted_t callback.
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S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
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S_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
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//----------------------------------------------------------------------------------------------------------------------------------------------------------//
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//
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@ -10,6 +10,12 @@
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#pragma once
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#endif
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/*
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for some dumb reason some games like carrion think a bool is an int and use the whole register as a return value
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instead of using just al like a normal program.
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*/
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typedef unsigned steam_bool;
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#define S_CALLTYPE __cdecl
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// Steam-specific types. Defined here so this header file can be included in other code bases.
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