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https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-07 06:52:15 +08:00
Fixed issue with game treating bool return values as an int.
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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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