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 <[email protected]>

> 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 <[email protected]>:
> > 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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