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 > > > > > _______________________________________________ > 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

