#include "steamclient_private.h" #include "steam_defs.h" #include "steamworks_sdk_103/steam_api.h" #include "steamworks_sdk_103/isteamgameserver.h" extern "C" { #pragma pack( push, 8 ) struct winCallbackMsg_t_103 { 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_103(void *w, void *l) { CallbackMsg_t *lin = (CallbackMsg_t *)l; struct winCallbackMsg_t_103 *win = (struct winCallbackMsg_t_103 *)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_103(void *l, void *w) { CallbackMsg_t *lin = (CallbackMsg_t *)l; struct winCallbackMsg_t_103 *win = (struct winCallbackMsg_t_103 *)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 winFriendGameInfo_t_103 { CGameID m_gameID; uint32 m_unGameIP; uint16 m_usGamePort; uint16 m_usQueryPort; CSteamID m_steamIDLobby; } __attribute__ ((ms_struct)); #pragma pack( pop ) void win_to_lin_struct_FriendGameInfo_t_103(void *w, void *l) { FriendGameInfo_t *lin = (FriendGameInfo_t *)l; struct winFriendGameInfo_t_103 *win = (struct winFriendGameInfo_t_103 *)w; win_to_lin_struct_CGameID_103(&win->m_gameID, &lin->m_gameID); lin->m_unGameIP = win->m_unGameIP; lin->m_usGamePort = win->m_usGamePort; lin->m_usQueryPort = win->m_usQueryPort; lin->m_steamIDLobby = win->m_steamIDLobby; } void lin_to_win_struct_FriendGameInfo_t_103(void *l, void *w) { FriendGameInfo_t *lin = (FriendGameInfo_t *)l; struct winFriendGameInfo_t_103 *win = (struct winFriendGameInfo_t_103 *)w; lin_to_win_struct_CGameID_103(&lin->m_gameID, &win->m_gameID); win->m_unGameIP = lin->m_unGameIP; win->m_usGamePort = lin->m_usGamePort; win->m_usQueryPort = lin->m_usQueryPort; win->m_steamIDLobby = lin->m_steamIDLobby; } #pragma pack( push, 8 ) struct winMatchMakingKeyValuePair_t_103 { char m_szKey[256]; char m_szValue[256]; } __attribute__ ((ms_struct)); #pragma pack( pop ) void win_to_lin_struct_MatchMakingKeyValuePair_t_103(void *w, void *l) { MatchMakingKeyValuePair_t *lin = (MatchMakingKeyValuePair_t *)l; struct winMatchMakingKeyValuePair_t_103 *win = (struct winMatchMakingKeyValuePair_t_103 *)w; memcpy(lin->m_szKey, win->m_szKey, sizeof(lin->m_szKey)); memcpy(lin->m_szValue, win->m_szValue, sizeof(lin->m_szValue)); } void lin_to_win_struct_MatchMakingKeyValuePair_t_103(void *l, void *w) { MatchMakingKeyValuePair_t *lin = (MatchMakingKeyValuePair_t *)l; struct winMatchMakingKeyValuePair_t_103 *win = (struct winMatchMakingKeyValuePair_t_103 *)w; memcpy(win->m_szKey, lin->m_szKey, sizeof(win->m_szKey)); memcpy(win->m_szValue, lin->m_szValue, sizeof(win->m_szValue)); } #pragma pack( push, 8 ) struct winservernetadr_t_103 { uint16 m_usConnectionPort; uint16 m_usQueryPort; uint32 m_unIP; } __attribute__ ((ms_struct)); #pragma pack( pop ) void win_to_lin_struct_servernetadr_t_103(void *w, void *l) { servernetadr_t *lin = (servernetadr_t *)l; struct winservernetadr_t_103 *win = (struct winservernetadr_t_103 *)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_103(void *l, void *w) { servernetadr_t *lin = (servernetadr_t *)l; struct winservernetadr_t_103 *win = (struct winservernetadr_t_103 *)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_103 { 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_103(void *w, void *l) { gameserveritem_t *lin = (gameserveritem_t *)l; struct wingameserveritem_t_103 *win = (struct wingameserveritem_t_103 *)w; win_to_lin_struct_servernetadr_t_103(&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_103(void *l, void *w) { gameserveritem_t *lin = (gameserveritem_t *)l; struct wingameserveritem_t_103 *win = (struct wingameserveritem_t_103 *)w; lin_to_win_struct_servernetadr_t_103(&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_103 { uint8 m_nCallbackFlags; int m_iCallback; } __attribute__ ((ms_struct)); #pragma pack( pop ) void win_to_lin_struct_CCallbackBase_103(void *w, void *l) { CCallbackBase *lin = (CCallbackBase *)l; struct winCCallbackBase_103 *win = (struct winCCallbackBase_103 *)w; lin->m_nCallbackFlags = win->m_nCallbackFlags; lin->m_iCallback = win->m_iCallback; } void lin_to_win_struct_CCallbackBase_103(void *l, void *w) { CCallbackBase *lin = (CCallbackBase *)l; struct winCCallbackBase_103 *win = (struct winCCallbackBase_103 *)w; win->m_nCallbackFlags = lin->m_nCallbackFlags; win->m_iCallback = lin->m_iCallback; } }