Not really lol. You could always: #undef fopen and you're fine. But I guess VALVe just want you to use filesystem instead.
On Tuesday, January 5, 2010, ZuM <eduardo...@gmail.com> wrote: > They do this because then they can control what you can acess and modify, > not allowing to open and modify user files on other directories that have > nothing to do with your Mod :). > > At least that's for fopen :). > > 2010/1/5 Jed <j...@wunderboy.org> > >> It's a trap! >> >> It's caused by a preprocessor definition in the C++ part of your >> projects configuration, e.g: >> >> fopen=dont_use_fopen; >> strncpy=use_Q_strncpy_instead; >> _snprintf=use_Q_snprintf_instead >> >> Basically it's to stop you using fopen and it throws the >> "dont_use_fopen" error instead. Valve do this to make you use their >> alternate function calls. >> >> You're choices are: >> >> 1) Find out what the Valve "equivalent" of fopen is. >> 2) Comment out fopen=dont_use_fopen; in your projects preprocessor defines. >> >> - Jed >> >> 2010/1/5 Klaus Müller <tloeffl...@googlemail.com>: >> > Hey, >> > >> > I'm currently trying to read certain information from a demo and write >> them >> > to an external file. Therefore I included stdio.h in the source file >> where I >> > need to use the function (in this case basecombatplayer.cpp) and did: >> > >> > FILE *fRecord; >> > fRecord = fopen( m_sNewpath.c_str(), "wb" ); >> > fclose( fRecord ); >> > >> > Now, when trying to compile, I get: >> > >> > Error 1 error LNK2019: unresolved external symbol _dont_use_fopen >> > referenced in function "public: void __thiscall >> > CBaseCombatCharacter::CreateRecord(void)" >> > (?createrec...@cbasecombatcharacter@@QAEXXZ) basecombatcharacter.obj >> > Error 2 fatal error LNK1120: 1 unresolved externals >> > .\Release_episodic/Server.dll >> > >> > I'm guessing for an experienced user this is an easily solveable error, >> but >> > I'm not too familiar with the whole process of compiling and linking. I >> > never had to deal with a project as complex and big as the Source engine >> > code before, so maybe that's why I never had to deal with a problem like >> > this before. Thanks in advance for your help. >> > >> > Cheers. >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Thanks, - Saul. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders