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.
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>> >
>> >
>>
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>

-- 

Thanks,
 - Saul.

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