Move Blitz files to the Blitz subfolder.
This commit is contained in:
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; BlitzSteam - Steam wrapper for Blitz.
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; Copyright (C) 2015 Project Kube (Michael Fabian Dirks)
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;
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; This program is free software: you can redistribute it and/or modify
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; it under the terms of the GNU Lesser General Public License as
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; published by the Free Software Foundation, either version 3 of the
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; License, or (at your option) any later version.
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;
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; This program is distributed in the hope that it will be useful,
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; but WITHOUT ANY WARRANTY; without even the implied warranty of
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; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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; GNU General Public License for more details.
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;
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; You should have received a copy of the GNU Lesser General Public License
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; along with this program. If not, see <http:;www.gnu.org/licenses/>.
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;----------------------------------------------------------------
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; -- Constants
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;----------------------------------------------------------------
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Const BSU_NAME_LENGTH = 4096
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Const BSU_INSTALLDIR_LENGTH = 4096
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Const BSU_APPID_COUNT = 4096
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Const BSU_INSTALLEDDEPOTS_COUNT = 4096
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;----------------------------------------------------------------
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; -- Globals
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;----------------------------------------------------------------
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Global BSUInitialized = False
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Global BSUIsSteamRunning% = False
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; -- Interfaces
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Global BSUAppList%, BSUApps%, BSUClient%, BSUController%
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Global BSUFriends%, BSUHTTP%, BSUHTMLSurface%, BSUInventory%
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Global BSUMatchmaking%, BSUMatchmakingServers%, BSUMusic%
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Global BSUMusicRemote%, BSUNetworking%, BSURemoteStorage%
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Global BSUScreenshots%, BSUUGC%, BSUUnifiedMessages%, BSUUser%
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Global BSUUserStats%, BSUUtils%, BSUVideo%
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;----------------------------------------------------------------
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; -- Types
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;----------------------------------------------------------------
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Type BSU_App
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Field AppId%
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Field Name$
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Field InstallDir$
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End Type
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Type BSU_DLC
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Field AppId%
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Field Available%
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Field Name$
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End Type
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Type BSU_Depot
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Field DepotId%
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End Type
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Type BSU_DLCDownloadProgress
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Field unBytesDownloaded_L
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Field unBytesDownloaded_R
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Field unBytesTotal_L
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Field unBytesTotal_R
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End Type
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;----------------------------------------------------------------
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; -- Functions
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;----------------------------------------------------------------
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; -- Utility
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; Writes a C-String value to a Bank.
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; Returns amount of bytes written.
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Function BSU_PokeCString%(Bank%, Pos%, Value$)
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If Bank Then
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Local BankSz = BankSize(Bank)
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If Pos < 0 Then Pos = 0
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If Pos >= BankSz Then Pos = BankSz - 1
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Local ValuePos, ValueLen = Len(Value)
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For ValuePos = 1 To ValueLen
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; Don't write over the edge, we still need space for the 0-byte
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If (Pos + ValuePos) >= (BankSz - 1) Then Exit
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PokeByte Bank, Pos + ValuePos, Asc(Mid(Value, ValuePos, 1))
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Next
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PokeByte Bank, Pos + ValuePos, 0
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Return ValuePos
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EndIf
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End Function
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; Reads a C-String value from a Bank.
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; Returns read C-String
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Function BSU_PeekCString$(Bank%, Pos%)
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If Bank Then
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Local BankSz = BankSize(Bank)
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If Pos < 0 Then Pos = 0
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If Pos >= BankSz Then Pos = BankSz - 1
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Local OutStr$, OutLen = (BankSz - Pos)
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Local BankPos
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For BankPos = 0 To OutLen
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If (Pos + BankPos) >= BankSz Then Exit
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Local Value = PeekByte(Bank, Pos + BankPos)
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If Value = 0 Then
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Exit
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Else
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OutStr=OutStr+Chr(Value)
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EndIf
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Next
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Return OutStr
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EndIf
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End Function
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; -- Steam
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Function BSU_Init()
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BSUIsSteamRunning = BlitzSteam_IsSteamRunning()
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If BSUIsSteamRunning Then
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BlitzSteam_Init()
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BSUAppList = BlitzSteamAppList()
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BSUApps = BlitzSteamApps()
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BSUClient = BlitzSteamClient()
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BSUController = BlitzSteamController()
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BSUFriends = BlitzSteamFriends()
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BSUHTTP = BlitzSteamHTTP()
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BSUHTMLSurface = BlitzSteamHTMLSurface()
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BSUInventory = BlitzSteamInventory()
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BSUMatchmaking = BlitzSteamMatchmaking()
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BSUMatchmakingServers = BlitzSteamMatchmakingServers()
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BSUMusic = BlitzSteamMusic()
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BSUMusicRemote = BlitzSteamMusicRemote()
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BSUNetworking = BlitzSteamNetworking()
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BSURemoteStorage = BlitzSteamRemoteStorage()
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BSUScreenshots = BlitzSteamScreenshots()
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BSUUGC = BlitzSteamUGC()
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BSUUnifiedMessages = BlitzSteamUnifiedMessages()
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BSUUser = BlitzSteamUser()
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BSUUserStats = BlitzSteamUserStats()
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BSUUtils = BlitzSteamUtils()
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BSUVideo = BlitzSteamVideo()
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BSUInitialized = True
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EndIf
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End Function
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Function BSU_Shutdown()
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If BSUIsSteamRunning
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BlitzSteam_Shutdown()
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BSUAppList=0
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BSUApps=0
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BSUClient=0
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BSUController=0
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BSUFriends=0
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BSUHTTP=0
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BSUHTMLSurface=0
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BSUInitialized=0
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BSUMatchmaking=0
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BSUMatchmakingServers=0
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BSUMusic=0
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BSUMusicRemote=0
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BSUNetworking=0
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BSURemoteStorage=0
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BSUScreenshots=0
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BSUUGC=0
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BSUUnifiedMessages=0
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BSUUser=0
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BSUUserStats=0
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BSUUtils=0
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BSUVideo=0
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BSUInitialized = False
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EndIf
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End Function
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; -- SteamAppList
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Function BSUAppList_GetInstalledApps(BankAppIdsStorage=0, BankAppNameStorage=0, BankAppInstallDirStorage=0)
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Local BankAppIds, BankAppIdsSz = BSU_APPID_COUNT
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Local BankAppName, BankAppNameSz = BSU_NAME_LENGTH
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Local BankAppInstallDir, BankAppInstallDirSz = BSU_INSTALLDIR_LENGTH
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Local AppCount%, InstalledApp.BSU_App
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If BSUInitialized Then
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; Clear Installed App List
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Delete Each BSU_App
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; Early-Exit to not waste time.
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If BlitzSteamAppList_GetNumInstalledApps(BSUApps) = 0 Then Return
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If BankAppIdsStorage = 0
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; Create Temporary storage for AppIds.
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BankAppIds = CreateBank(BankAppIdsSz * 4)
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Else
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; Reuse existing Bank.
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BankAppIds = BankAppIdsStorage
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BankAppIdsSz = Floor(BankSize(BankAppIds) / 4)
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EndIf
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; Request installed apps from Steam.
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AppCount = BlitzSteamAppList_GetInstalledApps(BSUAppList, BankAppIds, BankAppIdsSz)
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; We don't need to do this if we don't actually have any apps returned.
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If AppCount > 0 Then
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If BankAppNameStorage = 0 Then
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; Create temporary storage for name.
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BankAppName = CreateBank(BankAppNameSz)
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Else
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BankAppName = BankAppNameStorage
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BankAppNameSz = BankSize(BankAppName)
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EndIf
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If BankAppInstallDirStorage = 0 Then
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; Create temporary storage for installdir.
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BankAppInstallDir = CreateBank(BankAppInstallDirSz)
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Else
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BankAppInstallDir = BankAppInstallDirStorage
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BankAppInstallDirSz = BankSize(BankAppInstallDir)
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EndIf
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; Index all apps.
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Local AppIndex
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For AppIndex = 1 To AppCount
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InstalledApp.BSU_App = New BSU_App
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InstalledApp\AppId = PeekInt(BankAppIds, AppIndex * 4)
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InstalledApp\Name = BSUAppList_GetAppName(InstalledApp\AppId, BankAppName)
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InstalledApp\InstallDir = BSUAppList_GetInstallDir(InstalledApp\AppId, BankAppInstallDir)
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Next
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; Free temporary storage for name and installdir.
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If BankAppInstallDirStorage = 0 Then FreeBank BankAppInstallDir
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If BankAppNameStorage = 0 FreeBank BankAppName
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EndIf
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; Free temporary storage for AppIds.
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If BankAppIdsStorage = 0 FreeBank BankAppIds
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EndIf
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End Function
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Function BSUAppList_GetAppName$(AppID%, BankStorage=0)
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Local Bank, BankSz = BSU_NAME_LENGTH
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Local AppName$
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If BSUInitialized Then
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If BankStorage = 0 Then
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; Create temporary storage.
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Bank = CreateBank(BankSz)
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Else
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; Reuse existing Bank.
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Bank = BankStorage
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BankSz = BankSize(Bank)
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EndIf
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; Request App name from Steam.
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BlitzSteamAppList_GetAppName(BSUAppList, AppID, Bank, BankSz)
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; Read returned C-String from Bank.
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AppName$ = BSU_PeekCString(Bank, 0)
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; Free temporary storage.
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If BankStorage = 0 Then FreeBank Bank
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EndIf
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; Return name read.
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Return AppName
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End Function
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Function BSUAppList_GetInstallDir$(AppID%, BankStorage=0)
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Local Bank, BankSz = BSU_INSTALLDIR_LENGTH
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Local AppInstallDir$
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If BSUInitialized Then
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If BankStorage = 0 Then
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; Create temporary storage.
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Bank = CreateBank(BankSz)
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Else
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; Reuse existing Bank.
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Bank = BankStorage
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BankSz = BankSize(Bank)
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EndIf
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; Request App name from Steam.
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BlitzSteamAppList_GetAppInstallDir(BSUAppList, AppID, Bank, BankSz)
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; Read returned C-String from Bank.
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AppInstallDir$ = BSU_PeekCString(Bank, 0)
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; Free temporary storage.
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If BankStorage = 0 Then FreeBank Bank
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EndIf
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; Return name read.
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Return AppInstallDir
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End Function
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; -- SteamApps
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Function BSUApps_GetDLCData(BankAppIdStorage=0, BankAvailableStorage=0, BankNameStorage=0)
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Local BankAppId%, BankAvailable%
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Local BankName%, BankNameSz% = BSU_NAME_LENGTH
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Local DLCCount% = 0
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If BSUInitialized Then
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Delete Each BSU_DLC
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DLCCount = BlitzSteamApps_GetDLCCount(BSUApps)
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If DLCCount > 0
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If BankAppIdStorage = 0 Then
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; Create temporary storage for AppId.
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BankAppId = CreateBank(4)
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Else
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; Reuse existing storage.
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BankAppId = BankAppIdStorage
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EndIf
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If BankAvailableStorage = 0 Then
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; Create temporary storage for Availability.
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BankAvailable = CreateBank(4)
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Else
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; Reuse existing storage.
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BankAvailable = BankAvailableStorage
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EndIf
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If BankNameStorage = 0 Then
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; Create temporary storage for Availability.
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BankName = CreateBank(BankNameSz)
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Else
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; Reuse existing storage.
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BankName = BankNameStorage
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BankNameSz = BankSize(BankName)
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EndIf
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Local DLCIndex%
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For DLCIndex = 0 To DLCCount - 1
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BSUApps_GetDLCDataByIndex(DLCIndex, BankAppId, BankAvailable, BankName)
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Next
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; Free temporary storages.
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If BankNameStorage = 0 Then FreeBank BankName
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If BankAvailableStorage = 0 Then FreeBank BankAvailable
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If BankAppIdStorage = 0 Then FreeBank BankAppId
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EndIf
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EndIf
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End Function
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Function BSUApps_GetDLCDataByIndex.BSU_DLC(iDLC%, BankAppIdStorage=0, BankAvailableStorage=0, BankNameStorage=0)
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Local BankAppId%, BankAvailable%
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Local BankName%, BankNameSz% = BSU_NAME_LENGTH
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Local DLC.BSU_DLC
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If BSUInitialized Then
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If BankAppIdStorage = 0 Then
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; Create temporary storage for AppId.
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BankAppId = CreateBank(4)
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Else
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; Reuse existing storage.
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BankAppId = BankAppIdStorage
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EndIf
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If BankAvailableStorage = 0 Then
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; Create temporary storage for Availability.
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BankAvailable = CreateBank(4)
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Else
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; Reuse existing storage.
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BankAvailable = BankAvailableStorage
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EndIf
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If BankNameStorage = 0 Then
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; Create temporary storage for Availability.
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BankName = CreateBank(BankNameSz)
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Else
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; Reuse existing storage.
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BankName = BankNameStorage
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BankNameSz = BankSize(BankName)
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EndIf
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; Request DLC Data from Steam.
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If BlitzSteamApps_GetDLCDataByIndex(BSUApps, iDLC, BankAppId, BankAvailable, BankName, BankNameSz)
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; Create a result DLC object.
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DLC.BSU_DLC = New BSU_DLC
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DLC\AppId = PeekInt(BankAppId, 0)
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DLC\Available = PeekInt(BankAvailable, 0)
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DLC\Name = BSU_PeekCString(BankName, 0)
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EndIf
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; Free temporary storages.
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If BankNameStorage = 0 Then FreeBank BankName
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If BankAvailableStorage = 0 Then FreeBank BankAvailable
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If BankAppIdStorage = 0 Then FreeBank BankAppId
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EndIf
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; Return the result.
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Return DLC
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End Function
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Function BSUApps_GetCurrentBetaName$(BankNameStorage=0)
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Local BankName, BankNameSz = BSU_NAME_LENGTH
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Local BetaName$ = ""
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If BSUInitialized Then
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If BankNameStorage = 0 Then
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; Create temporary storage for name.
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BankName = CreateBank(BankNameSz)
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Else
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; Reuse existing storage.
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BankName = BankNameStorage
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BankNameSz = BankSize(BankName)
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EndIf
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; Request beta name from Steam.
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BlitzSteamApps_GetCurrentBetaName(BSUApps, BankName, BankNameSz)
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; Read returned name.
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BetaName = BSU_PeekCString(BankName, 0)
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; Free temporary storage.
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If BankNameStorage = 0 Then FreeBank BankName
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EndIf
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; Return the result.
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Return BetaName
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End Function
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Function BSUApps_GetInstalledDepots(nAppID%, BankDepotStorage=0)
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Local BankDepot, BankDepotSz = BSU_INSTALLEDDEPOTS_COUNT
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Local DepotCount
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If BSUInitialized Then
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Delete Each BSU_Depot
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If BankDepotStorage = 0 Then
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; Create temporary storage.
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BankDepot = CreateBank(BankDepotSz * 4)
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Else
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; Reuse existing storage.
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BankDepot = BankDepotStorage
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BankDepotSz = BankSize(BankDepot) / 4
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EndIf
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; Request depots from Steam.
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DepotCount = BlitzSteamApps_GetInstalledDepots(BSUApps, nAppID, BankDepot, BankDepotSz)
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; Read returned depots into objects.
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Local DepotIndex
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For DepotIndex = 0 To DepotCount - 1
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Local Depot.BSU_Depot = New BSU_Depot
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Depot\DepotId = PeekInt(BankDepot, DepotIndex * 4)
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Next
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; Free temporary storage.
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If BankDepotStorage = 0 Then FreeBank BankDepot
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EndIf
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End Function
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Function BSUApps_GetAppInstallDir$(nAppID%, BankInstallDirStorage=0)
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Local BankInstallDir, BankInstallDirSz = BSU_INSTALLDIR_LENGTH
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Local InstallDir$
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If BSUInitialized Then
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If BankInstallDirStorage = 0 Then
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; Create temporary storage.
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Else
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; Reuse existing storage.
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BankInstallDir = BankInstallDirStorage
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BankInstallDirSz =
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EndIf
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EndIf
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Return InstallDir$
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End Function
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;~IDEal Editor Parameters:
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;~F#18#1E#24#35#4A#63#82#A0#DD#F9#116#146#178
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;~C#Blitz3D
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