Files
SM-SteamWorks/Extension/swgshooks.h
T
A1m` a86fc4af91 Fix circular includes and include cleanup (#3)
* Fix circular includes and include cleanup

Fixed a bug where other *.h header files would include extension.h, which itself
was already included in those same headers, creating a circular dependency cycle.
This caused build errors and made compilation unpredictable.

To resolve this:
- Moved implementation-only includes to .cpp files where they are actually needed.
- Added forward declarations where possible to avoid pulling in unnecessary headers.
- Ensured extension.h only contains declarations that require full type definitions.

This improves build stability and compilation time.

* Clean up includes and fix build errors

- Replaced full includes with forward declarations where possible
- Moved implementation-only includes from .h to .cpp files
- Added missing includes for stdint.h and Steam interfaces
- This significantly reduces compilation time and prevents future dependency issues

* Switch to SourceMod SDK smsdk_ext instead of local copy
2026-07-13 21:43:05 +00:00

51 lines
1.4 KiB
C++

/*
This file is part of SourcePawn SteamWorks.
SourcePawn SteamWorks is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, as per version 3 of the License.
SourcePawn SteamWorks is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with SourcePawn SteamWorks. If not, see <http://www.gnu.org/licenses/>.
Author: Kyle Sanderson (KyleS).
*/
#pragma once
#include <isteamgameserver.h>
namespace SourceMod
{
class IForward;
}
class SteamWorksGSHooks
{
public:
SteamWorksGSHooks();
~SteamWorksGSHooks();
public:
void AddHooks(ISteamGameServer *pGameServer);
void RemoveHooks(ISteamGameServer *pGameServer, bool destroyed = false);
public:
bool WasRestartRequested(void);
void LogOnAnonymous(void);
EBeginAuthSessionResult BeginAuthSession(const void*, int, CSteamID);
private:
SourceMod::IForward *pFORR; /* On Restart Requested. */
SourceMod::IForward *pFOTR; /* On Token Requested. */
SourceMod::IForward *pOBAS; /* On Begin Auth Session. */
unsigned char uHooked;
};
void OurGameFrameHook(bool simulating);