Yucom/lsteamclient/struct_converters_101.cpp

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#include "steamclient_private.h"
#include "steam_defs.h"
#include "steamworks_sdk_101/steam_api.h"
#include "steamworks_sdk_101/isteamgameserver.h"
extern "C" {
#pragma pack( push, 8 )
struct winCallbackMsg_t_101 {
HSteamUser m_hSteamUser;
int m_iCallback;
uint8 * m_pubParam;
int m_cubParam;
} __attribute__ ((ms_struct));
#pragma pack( pop )
void win_to_lin_struct_CallbackMsg_t_101(void *w, void *l)
{
CallbackMsg_t *lin = (CallbackMsg_t *)l;
struct winCallbackMsg_t_101 *win = (struct winCallbackMsg_t_101 *)w;
lin->m_hSteamUser = win->m_hSteamUser;
lin->m_iCallback = win->m_iCallback;
lin->m_pubParam = win->m_pubParam;
lin->m_cubParam = win->m_cubParam;
}
void lin_to_win_struct_CallbackMsg_t_101(void *l, void *w)
{
CallbackMsg_t *lin = (CallbackMsg_t *)l;
struct winCallbackMsg_t_101 *win = (struct winCallbackMsg_t_101 *)w;
win->m_hSteamUser = lin->m_hSteamUser;
win->m_iCallback = lin->m_iCallback;
win->m_pubParam = lin->m_pubParam;
win->m_cubParam = lin->m_cubParam;
}
#pragma pack( push, 8 )
struct winservernetadr_t_101 {
uint16 m_usConnectionPort;
uint16 m_usQueryPort;
uint32 m_unIP;
} __attribute__ ((ms_struct));
#pragma pack( pop )
void win_to_lin_struct_servernetadr_t_101(void *w, void *l)
{
servernetadr_t *lin = (servernetadr_t *)l;
struct winservernetadr_t_101 *win = (struct winservernetadr_t_101 *)w;
lin->m_usConnectionPort = win->m_usConnectionPort;
lin->m_usQueryPort = win->m_usQueryPort;
lin->m_unIP = win->m_unIP;
}
void lin_to_win_struct_servernetadr_t_101(void *l, void *w)
{
servernetadr_t *lin = (servernetadr_t *)l;
struct winservernetadr_t_101 *win = (struct winservernetadr_t_101 *)w;
win->m_usConnectionPort = lin->m_usConnectionPort;
win->m_usQueryPort = lin->m_usQueryPort;
win->m_unIP = lin->m_unIP;
}
#pragma pack( push, 8 )
struct wingameserveritem_t_101 {
servernetadr_t m_NetAdr;
int m_nPing;
bool m_bHadSuccessfulResponse;
bool m_bDoNotRefresh;
char m_szGameDir[32];
char m_szMap[32];
char m_szGameDescription[64];
int m_nAppID;
int m_nPlayers;
int m_nMaxPlayers;
int m_nBotPlayers;
bool m_bPassword;
bool m_bSecure;
uint32 m_ulTimeLastPlayed;
int m_nServerVersion;
char m_szServerName[64];
char m_szGameTags[128];
} __attribute__ ((ms_struct));
#pragma pack( pop )
void win_to_lin_struct_gameserveritem_t_101(void *w, void *l)
{
gameserveritem_t *lin = (gameserveritem_t *)l;
struct wingameserveritem_t_101 *win = (struct wingameserveritem_t_101 *)w;
win_to_lin_struct_servernetadr_t_101(&win->m_NetAdr, &lin->m_NetAdr);
lin->m_nPing = win->m_nPing;
lin->m_bHadSuccessfulResponse = win->m_bHadSuccessfulResponse;
lin->m_bDoNotRefresh = win->m_bDoNotRefresh;
memcpy(lin->m_szGameDir, win->m_szGameDir, sizeof(lin->m_szGameDir));
memcpy(lin->m_szMap, win->m_szMap, sizeof(lin->m_szMap));
memcpy(lin->m_szGameDescription, win->m_szGameDescription, sizeof(lin->m_szGameDescription));
lin->m_nAppID = win->m_nAppID;
lin->m_nPlayers = win->m_nPlayers;
lin->m_nMaxPlayers = win->m_nMaxPlayers;
lin->m_nBotPlayers = win->m_nBotPlayers;
lin->m_bPassword = win->m_bPassword;
lin->m_bSecure = win->m_bSecure;
lin->m_ulTimeLastPlayed = win->m_ulTimeLastPlayed;
lin->m_nServerVersion = win->m_nServerVersion;
memcpy(lin->m_szServerName, win->m_szServerName, sizeof(lin->m_szServerName));
memcpy(lin->m_szGameTags, win->m_szGameTags, sizeof(lin->m_szGameTags));
}
void lin_to_win_struct_gameserveritem_t_101(void *l, void *w)
{
gameserveritem_t *lin = (gameserveritem_t *)l;
struct wingameserveritem_t_101 *win = (struct wingameserveritem_t_101 *)w;
lin_to_win_struct_servernetadr_t_101(&lin->m_NetAdr, &win->m_NetAdr);
win->m_nPing = lin->m_nPing;
win->m_bHadSuccessfulResponse = lin->m_bHadSuccessfulResponse;
win->m_bDoNotRefresh = lin->m_bDoNotRefresh;
memcpy(win->m_szGameDir, lin->m_szGameDir, sizeof(win->m_szGameDir));
memcpy(win->m_szMap, lin->m_szMap, sizeof(win->m_szMap));
memcpy(win->m_szGameDescription, lin->m_szGameDescription, sizeof(win->m_szGameDescription));
win->m_nAppID = lin->m_nAppID;
win->m_nPlayers = lin->m_nPlayers;
win->m_nMaxPlayers = lin->m_nMaxPlayers;
win->m_nBotPlayers = lin->m_nBotPlayers;
win->m_bPassword = lin->m_bPassword;
win->m_bSecure = lin->m_bSecure;
win->m_ulTimeLastPlayed = lin->m_ulTimeLastPlayed;
win->m_nServerVersion = lin->m_nServerVersion;
memcpy(win->m_szServerName, lin->m_szServerName, sizeof(win->m_szServerName));
memcpy(win->m_szGameTags, lin->m_szGameTags, sizeof(win->m_szGameTags));
}
#pragma pack( push, 8 )
struct winCCallbackBase_101 {
uint8 m_nCallbackFlags;
int m_iCallback;
} __attribute__ ((ms_struct));
#pragma pack( pop )
void win_to_lin_struct_CCallbackBase_101(void *w, void *l)
{
CCallbackBase *lin = (CCallbackBase *)l;
struct winCCallbackBase_101 *win = (struct winCCallbackBase_101 *)w;
lin->m_nCallbackFlags = win->m_nCallbackFlags;
lin->m_iCallback = win->m_iCallback;
}
void lin_to_win_struct_CCallbackBase_101(void *l, void *w)
{
CCallbackBase *lin = (CCallbackBase *)l;
struct winCCallbackBase_101 *win = (struct winCCallbackBase_101 *)w;
win->m_nCallbackFlags = lin->m_nCallbackFlags;
win->m_iCallback = lin->m_iCallback;
}
}