Sorry, I didn't make that clear enough. I added both the header and source
file to the /src/common folder. Obviously this folder is already registered
in the project settings as additional include directory. If I create an
instance of the class now, I get the linker error.

2010/1/5 Ronny Schedel <[email protected]>

> You have to add the encryption cpp to your project, so it will be compiled
> and linked.
>
> ----- Original Message -----
> From: "Klaus Müller" <[email protected]>
> To: "Discussion of Half-Life Programming" <[email protected]
> >
> Sent: Tuesday, January 05, 2010 3:00 PM
> Subject: Re: [hlcoders] File operations from stdio.h
>
>
> In a way this is good news cause it should help me resolve the fopen issue.
> However, it turns up another problem. Part of what I'm planning to write to
> the external file is encrypted data. The encryption shall be done using a
> public domain implementation of a specific encryption algorithm. I included
> the corresponding header file in the basecombatplayer.cpp (the file itself
> I
> placed in the /src/common) and created an instance of the encryption class.
> This turned up another LNK2019 linker error, but with an error description
> like: "LNK2019: unresolved external symbol "public: class... referenced in
> function void foo..."
>
> I didn't mention this in my first mail cause I thought solving the fopen
> issue would solve this issue as well, despite the different error message.
>
> 2010/1/5 Saul Rennison <[email protected]>
>
> > 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 <[email protected]> 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 <[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.
> > >> > _______________________________________________
> > >> > To unsubscribe, edit your list preferences, or view the list
> > >> > archives,
> > >> please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >
> > >> >
> > >>
> > >> _______________________________________________
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > --
> >
> > Thanks,
> >  - Saul.
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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