HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\Vulkan\ImplicitLayers
from it
That could maybe show installed overlays, e.g. discord, steam, razor, logitech.
Whatever uses them.
Would be interesting ^^ struct CUuid
{
unsigned char m_aData[16];
bool operator==(const CUuid &Other) const;
bool operator!=(const CUuid &Other) const;
bool operator<(const CUuid &Other) const;
};
is uuid generated for every tee who ever connected to your server ? (edited)char *pString = static_cast<char *>(malloc(64));
str_copy(pString, "this is a string allocated on the heap"); // i think that all str_* functions will ensure null termination when necessary
str_length(pString); // 64
void CGameContext::ConRegister(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!CheckClientID(pResult->m_ClientID))
return;
if(str_length(pResult->GetString(0)) > 20)
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "chatresp", "try something shorter for username, less than 21");
return;
}
if(str_length(pResult->GetString(1)) > 20)
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "chatresp", "try something shorter for password, less than 21");
return;
}
// pSelf->SendBroadcast(p1char, pResult->m_ClientID);
}
void CGameContext::ConRegister(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!CheckClientID(pResult->m_ClientID))
return;
if(str_length(pResult->GetString(0)) > 20)
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "chatresp", "try something shorter for username, less than 21");
return;
}
if(str_length(pResult->GetString(1)) > 20)
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "chatresp", "try something shorter for password, less than 21");
return;
}
// pSelf->SendBroadcast(p1char, pResult->m_ClientID);
}
CGameContext *pSelf = static_cast<CGameContext *>(pUserData);
CDataFileWriter::ECompressionLevel
to replace usage of zlib internal compression levels in the CDataFileWriter
API.