Eventually got this working on Linux too - the trick is to link to
libsteam_api.so in Makefile.hl_cdll
I linked with the one that comes with Half-Life (the one on the Steamworks
website had a slightly different file size but I'm sure it would work too.

Getting it working on a Mac is probably a similar process but I don't have
a Mac to test on.

On 25 February 2017 at 23:55, SM Sith Lord <smsithl...@yahoo.com> wrote:

> I've only been able to get a complete list of owned apps by scraping the
> user's public Steam community profile.  Would be great if the Steamworks
> API has a way to grab it locally.SM Sith Lord
>
>       From: Tom Schumann <schumann....@gmail.com>
>  To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
>  Sent: Friday, February 24, 2017 9:40 PM
>  Subject: Re: [hlcoders] using ISteamUser::UserHasLicenseForApp
>
> ISteamApps->BIsSubscribedApp looks like it will you whether an arbitrary
> app is owned by the current user.
>
> On 25 February 2017 at 15:28, Tom Schumann <schumann....@gmail.com> wrote:
>
> > Got it working: https://github.com/tschumann/basis/commit/
> > 3814dc117c7323b48bdbd4f0df9e2ef1faa8579e
> > UserHasLicenseForApp doesn't look like the right thing as it only returns
> > true for the currently running app. ISteamApps might be the right
> > interface...
> >
> > On 18 February 2017 at 22:04, Tom Schumann <schumann....@gmail.com>
> wrote:
> >
> >> Ah, right you are: https://github.com/ValveS
> >> oftware/source-sdk-2013/blob/39ed87570bdb2f86969d4be821c94b7
> >> 22dc71179/mp/src/public/steam/isteamuser.h
> >>
> >> Thanks
> >>
> >> On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote:
> >>
> >>> Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK
> was
> >>> originally released with. Clone the repo, revert it to its first commit
> >>> and you'll have the right headers and libraries.
> >>>
> >>> Alternatively, download the Steamworks SDK from
> >>> https://partner.steamgames.com. You should be able to log in with any
> >>> Steam account, go to the release archive and download v1.20.
> >>>
> >>>
> >>> Regards,
> >>>
> >>>
> >>> Solokiller
> >>>
> >>>
> >>> Op 18/02/2017 om 3:56 schreef Tom Schumann:
> >>> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should
> >>> work
> >>> > regardless of offline mode or sv_lan
> >>> > I guess it's just a matter of including the header files and linking
> to
> >>> > steam_api.lib
> >>> > Although Half-Life's steam_api.dll exposes SteamUser016 and there are
> >>> only
> >>> > headers for SteamUser004 and SteamUser008 (from the Source SDK on
> >>> Steam)
> >>> > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not
> >>> really
> >>> > doable from Half-Life with the currently available sources.
> >>> >
> >>> > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com>
> wrote:
> >>> >
> >>> >> Only interfaces exposed in steam_gameserver.h's
> >>> >> CSteamGameServerAPIContext class can be accessed on the server side.
> >>> >>
> >>> >>
> >>> >> The client side connects to the local Steam client instance, so
> >>> >> whichever account you're logged in as will be used.
> >>> >>
> >>> >>
> >>> >> Regards,
> >>> >>
> >>> >>
> >>> >> Solokiller
> >>> >>
> >>> >>
> >>> >> Op 14/02/2017 om 12:08 schreef Tom Schumann:
> >>> >>> For the record I'm working with GoldSource but am still interested
> >>> in how
> >>> >>> to use this API for working out if a player owns a game.
> >>> >>> How does it work in Source? Is it meant to be called and used from
> >>> >>> client.dll only? Does client.dll always have the player's Steam ID
> >>> >>> regardless of sv_lan or offline mode or whatever?
> >>> >>>
> >>> >>> I had a look at the code in source-sdk-2013 on GitHub but could
> find
> >>> no
> >>> >>> uses of it.
> >>> >>> _______________________________________________
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> >>> >>>
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> >>> >>
> >>> >>
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> >>> >
> >>>
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> >>>
> >>>
> >>
> >
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