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Didrole committed 366652a

Reintroduced the B prefix.

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Files changed (38)

Open Steamworks/IClientAppManager.h

 
 	virtual bool SetAppConfig( AppId_t unAppID, uint8 *pchBuffer, int cbBuffer ) = 0;
 
-	virtual bool IsAppUpToDate( AppId_t unAppID ) = 0;
+	virtual bool BIsAppUpToDate( AppId_t unAppID ) = 0;
 };
 
 #endif // ICLIENTAPPMANAGER_H

Open Steamworks/IClientContentServer.h

 	virtual void LogOn( uint32 uContentServerID ) = 0;
 	virtual void LogOff() = 0;
 
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 	virtual ELogonState GetLogonState() = 0;
-	virtual bool Connected() = 0;
+	virtual bool BConnected() = 0;
 
 	virtual int RaiseConnectionPriority( EConnectionPriority eConnectionPriority ) = 0;
 	virtual void ResetConnectionPriority( int hRaiseConnectionPriorityPrev ) = 0;
 	virtual void SetCellID( CellID_t cellID ) = 0;
 
 	virtual bool SendClientContentAuthRequest( CSteamID steamID, uint32 unContentID, bool bUseToken, uint64 ulSessionToken, bool bTokenPresent ) = 0;
-	virtual bool CheckTicket( CSteamID steamID, uint32 uContentID, const void *pvTicketData, uint32 cubTicketLength ) = 0;
+	virtual bool BCheckTicket( CSteamID steamID, uint32 uContentID, const void *pvTicketData, uint32 cubTicketLength ) = 0;
 };
 
 #endif // ICLIENTCONTENTSERVER_H

Open Steamworks/IClientDepotBuilder.h

 	
 	virtual bool StartBuild( HDEPOTBUILD, bool, bool ) = 0;
 
-	virtual bool GetDepotBuildStatus( HDEPOTBUILD hDepotBuild, EDepotBuildStatus* pStatusOut, uint32* pPercentDone ) = 0;
+	virtual bool BGetDepotBuildStatus( HDEPOTBUILD hDepotBuild, EDepotBuildStatus* pStatusOut, uint32* pPercentDone ) = 0;
 	virtual bool CloseDepotBuildHandle( HDEPOTBUILD hDepotBuild ) = 0;
 
 	virtual HDEPOTBUILD ReconstructDepotFromManifestAndChunks( const char *pchLocalManifestPath, const char *pchLocalChunkPath, const char *pchRestorePath ) = 0;
 
-	virtual bool GetChunkCounts( HDEPOTBUILD hDepotBuild, uint32 *unTotalChunksInNewBuild, uint32 *unChunksAlsoInOldBuild ) = 0;
+	virtual bool BGetChunkCounts( HDEPOTBUILD hDepotBuild, uint32 *unTotalChunksInNewBuild, uint32 *unChunksAlsoInOldBuild ) = 0;
 
 	virtual bool GetManifestGIDs( HDEPOTBUILD hDepotBuild, uint64 *, uint64 *) = 0;
 };

Open Steamworks/IClientEngine.h

 
 public:
 	virtual HSteamPipe CreateSteamPipe() = 0; 
-	virtual bool ReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
+	virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
 
 	virtual HSteamUser CreateGlobalUser( HSteamPipe* phSteamPipe ) = 0;
 	virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0;
 	virtual IClientAppManager* GetIClientAppManager( HSteamUser hSteamUser, HSteamPipe hSteamPipe, char const* pchVersion ) = 0;
 	virtual IClientConfigStore *GetIClientConfigStore( HSteamUser hSteamUser, HSteamPipe hSteamPipe, char const* pchVersion ) = 0;
 	
-	virtual bool OverlayNeedsPresent() = 0;
+	virtual bool BOverlayNeedsPresent() = 0;
 
 	virtual IClientGameStats* GetIClientGameStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, char const* pchVersion ) = 0;
 	virtual IClientHTTP *GetIClientHTTP( HSteamUser hSteamUser, HSteamPipe hSteamPipe, char const* pchVersion ) = 0;
 
-	virtual bool ShutdownIfAllPipesClosed() = 0;
+	virtual bool BShutdownIfAllPipesClosed() = 0;
 
 	virtual void *GetIPCServerMap() = 0;
 

Open Steamworks/IClientFriends.h

 	virtual bool GetChatRoomPermissions( CSteamID steamIDchat, uint32 *prgfChatRoomPermissions ) = 0;
 
 	virtual bool SetChatRoomModerated( CSteamID steamIDchat, bool bModerated ) = 0;
-	virtual bool ChatRoomModerated( CSteamID steamIDChat ) = 0;
+	virtual bool BChatRoomModerated( CSteamID steamIDChat ) = 0;
 
 	virtual bool NotifyChatRoomDlgsOfUIChange( CSteamID steamIDchat, bool bShowAvatars, bool bBeepOnNewMsg, bool bShowSteamIDs, bool bShowTimestampOnNewMsg ) = 0;
 
 
 	virtual const char *GetChatRoomName( CSteamID steamIDchat ) = 0;
 
-	virtual bool GetChatRoomMemberDetails( CSteamID steamIDchat, CSteamID steamIDuser, uint32* pChatMemberDetails, uint32* pChatMemberDetailsLocal ) = 0;
+	virtual bool BGetChatRoomMemberDetails( CSteamID steamIDchat, CSteamID steamIDuser, uint32* pChatMemberDetails, uint32* pChatMemberDetailsLocal ) = 0;
 
 	virtual void CreateChatRoom( EChatRoomType eType, uint64 ulGameID, const char *pchName, ELobbyType eLobbyType, CSteamID steamIDClan, CSteamID steamIDFriendChat, CSteamID steamIDInvited, uint32 chatPermissionOfficer, uint32 chatPermissionMember, uint32 chatPermissionAll ) = 0;
 
 	virtual void VoiceAnswer( HVoiceCall hVoiceCall ) = 0;
 
 	virtual void VoicePutOnHold( HVoiceCall HVoiceCall, bool bOnLocalHold ) = 0;
-	virtual bool VoiceIsLocalOnHold( HVoiceCall hVoiceCall ) = 0;
-	virtual bool VoiceIsRemoteOnHold( HVoiceCall hVoiceCall ) = 0;
+	virtual bool BVoiceIsLocalOnHold( HVoiceCall hVoiceCall ) = 0;
+	virtual bool BVoiceIsRemoteOnHold( HVoiceCall hVoiceCall ) = 0;
 
 	virtual void SetDoNotDisturb( bool bDoNotDisturb ) = 0;
 
 	virtual float TimeSinceLastVoiceDataReceived( HVoiceCall hVoiceCall ) = 0;
 	virtual float TimeSinceLastVoiceDataSend( HVoiceCall hVoiceCall ) = 0;
 
-	virtual bool CanSend( HVoiceCall hVoiceCall ) = 0;
-	virtual bool CanReceive( HVoiceCall hVoiceCall ) = 0;
+	virtual bool BCanSend( HVoiceCall hVoiceCall ) = 0;
+	virtual bool BCanReceive( HVoiceCall hVoiceCall ) = 0;
 
 	virtual float GetEstimatedBitsPerSecond( HVoiceCall hVoiceCall, bool bIncoming ) = 0;
 	virtual float GetPeakSample( HVoiceCall hVoiceCall, bool bIncoming ) = 0;
 	virtual CSteamID GetChatRoomVoiceUsedSlot( CSteamID steamID, int iSlot ) = 0;
 	virtual EChatRoomVoiceStatus GetChatRoomVoiceStatus( CSteamID steamIDchat, CSteamID steamIDuser ) = 0;
 
-	virtual bool ChatRoomHasAvailableVoiceSlots( CSteamID steamID ) = 0;
+	virtual bool BChatRoomHasAvailableVoiceSlots( CSteamID steamID ) = 0;
 
-	virtual bool IsChatRoomVoiceSpeaking( CSteamID steamIDchat, CSteamID steamIDuser ) = 0;
+	virtual bool BIsChatRoomVoiceSpeaking( CSteamID steamIDchat, CSteamID steamIDuser ) = 0;
 
 	virtual float GetChatRoomPeakSample( CSteamID steamIDchat, CSteamID steamIDuser, bool bIncoming ) = 0;
 

Open Steamworks/IClientGameServer.h

 	// steam account management functions
 	virtual void LogOn() = 0;
 	virtual void LogOff() = 0;
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
-	virtual bool Secure() = 0;
+	virtual bool BSecure() = 0;
 	virtual ELogonState GetLogonState() = 0;
-	virtual bool Connected() = 0;
+	virtual bool BConnected() = 0;
 
 	virtual int RaiseConnectionPriority( EConnectionPriority eConnectionPriority ) = 0;
 	virtual void ResetConnectionPriority( int hRaiseConnectionPriorityPrev ) = 0;
 	//			
 	// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
 	// and stop calling it in SteamGameServer_Init()?
-	virtual bool SetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
+	virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
 
 
 	// Update the data to be displayed in the server browser and matchmaking interfaces for a user
 	// GSUserValidationSuccess callback.
 	// 
 	// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
-	virtual bool UpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+	virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
 
 	// Updates server status values which shows up in the server browser and matchmaking APIs
 	virtual void UpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;

Open Steamworks/IClientUser.h

 	virtual void LogOnWithPassword( bool bUnk1, const char * pchLogin, const char * pchPassword ) = 0;
 	virtual void LogOnAndCreateNewSteamAccountIfNeeded( bool bUnk1 ) = 0;
 	virtual void LogOff() = 0;
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 	virtual ELogonState GetLogonState() = 0;
-	virtual bool Connected() = 0;
-	virtual bool TryingToLogin() = 0;
+	virtual bool BConnected() = 0;
+	virtual bool BTryingToLogin() = 0;
 
 	virtual CSteamID GetSteamID() = 0;
 	virtual CSteamID GetConsoleSteamID() = 0;
 
 	virtual void SetComputerInUse() = 0;
 
-	virtual bool IsGameRunning( CGameID gameID ) = 0;
+	virtual bool BIsGameRunning( CGameID gameID ) = 0;
 
 
 	virtual uint64 GetCurrentSessionToken() = 0;
 
-	virtual bool UpdateAppOwnershipTicket( AppId_t nAppID, bool bOnlyUpdateIfStale, bool unk ) = 0;
+	virtual bool BUpdateAppOwnershipTicket( AppId_t nAppID, bool bOnlyUpdateIfStale, bool unk ) = 0;
 
 	virtual bool RequestCustomBinary( const char *pszAbsolutePath, AppId_t nAppID, bool bForceUpdate, bool bAppLaunchRequest ) = 0;
 	virtual bool GetCustomBinariesState( AppId_t unAppID, uint32 *punProgress ) = 0;
 	virtual EVoiceResult DecompressVoice( void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32* nBytesWritten, uint32 nSamplesPerSec ) = 0;
 	virtual uint32 GetVoiceOptimalSampleRate() = 0;
 
-	virtual bool IsAnyGameRunning() = 0;
+	virtual bool BIsAnyGameRunning() = 0;
 
 	virtual void ChangePassword( const char *pchOldPassword, const char *pchNewPassword ) = 0;
 	virtual void ChangeEmail( const char *, const char *pchEmail ) = 0;
 	virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
 
 	virtual void SetAccountLimited( bool bAccountLimited ) = 0;
-	virtual bool IsAccountLimited() = 0;
+	virtual bool BIsAccountLimited() = 0;
 
 	virtual void SendValidationEmail() = 0;
-	virtual bool GameConnectTokensAvailable() = 0;
+	virtual bool BGameConnectTokensAvailable() = 0;
 
 	virtual int NumGamesRunning() = 0;
 	virtual CGameID GetRunningGameID( int iGame ) = 0;
 
 	virtual void VerifyPassword( const char *pchPassword ) = 0;
 
-	virtual bool SupportUser() = 0;
+	virtual bool BSupportUser() = 0;
 
-	virtual bool IsAppOverlayEnabled( uint32 ) = 0;
+	virtual bool BIsAppOverlayEnabled( uint32 ) = 0;
 
-	virtual bool IsBehindNAT() = 0;
+	virtual bool BIsBehindNAT() = 0;
 
 	virtual AppId_t GetMicroTxnAppID( uint64 ) = 0;
 	virtual uint64 GetMicroTxnOrderID( uint64 ) = 0;
 	virtual void GetClientAppListResponse_Done( unsigned long long ) = 0;
 	virtual void PostUIResultToClientJob( unsigned long long, EResult ) = 0;
 
-	virtual bool PromptToVerifyEmail() = 0;
-	virtual bool PromptToChangePassword() = 0;
-	virtual bool AccountLocked() = 0;
-	virtual bool AccountShouldShowLockUI() = 0;
-	virtual bool AccountLockedByIPT() = 0;
+	virtual bool BPromptToVerifyEmail() = 0;
+	virtual bool BPromptToChangePassword() = 0;
+	virtual bool BAccountLocked() = 0;
+	virtual bool BAccountShouldShowLockUI() = 0;
+	virtual bool BAccountLockedByIPT() = 0;
 	virtual int32 GetCountAuthedComputers() = 0;
-	virtual bool AccountCanUseIPT() = 0;
+	virtual bool BAccountCanUseIPT() = 0;
 	virtual void ChangeTwoFactorAuthOptions( uint32 uOption ) = 0;
 	virtual void Set2ndFactorAuthCode( const char* pchAuthCode ) = 0;
 

Open Steamworks/IClientUtils.h

 
 	virtual CellID_t GetCellID() = 0;
 
-	virtual bool IsGlobalInstance() = 0;
+	virtual bool BIsGlobalInstance() = 0;
 
 	// Asynchronous call to check if file is signed, result is returned in CheckFileSignature_t
 	virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;

Open Steamworks/ISteam2Bridge002.h

 
 	virtual void SetSteam2FullASTicket( uint8 *pubTicket, int cubTicket ) = 0;
 
-	virtual bool UpdateAppOwnershipTicket( AppId_t appId, bool ) = 0;
+	virtual bool BUpdateAppOwnershipTicket( AppId_t appId, bool ) = 0;
 
 	virtual uint32 GetAppOwnershipTicketLength( AppId_t appId ) = 0;
 	virtual uint32 GetAppOwnershipTicketData( AppId_t appId, void *lpTicketData, uint32 cubTicketData ) = 0;

Open Steamworks/ISteamApps002.h

 abstract_class ISteamApps002
 {
 public:
-	virtual bool IsSubscribed() = 0;
-	virtual bool IsLowViolence() = 0;
-	virtual bool IsCybercafe() = 0;
-	virtual bool IsVACBanned() = 0;
+	virtual bool BIsSubscribed() = 0;
+	virtual bool BIsLowViolence() = 0;
+	virtual bool BIsCybercafe() = 0;
+	virtual bool BIsVACBanned() = 0;
 
 	virtual const char *GetCurrentGameLanguage() = 0;
 	virtual const char *GetAvailableGameLanguages() = 0;
 
 	// only use this member if you need to check ownership of another game related to yours, a demo for example
-	virtual bool IsSubscribedApp( AppId_t appID ) = 0;
+	virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
 };
 
 

Open Steamworks/ISteamApps003.h

 abstract_class ISteamApps003
 {
 public:
-	virtual bool IsSubscribed() = 0;
-	virtual bool IsLowViolence() = 0;
-	virtual bool IsCybercafe() = 0;
-	virtual bool IsVACBanned() = 0;
+	virtual bool BIsSubscribed() = 0;
+	virtual bool BIsLowViolence() = 0;
+	virtual bool BIsCybercafe() = 0;
+	virtual bool BIsVACBanned() = 0;
 	virtual const char *GetCurrentGameLanguage() = 0;
 	virtual const char *GetAvailableGameLanguages() = 0;
 
 	// only use this member if you need to check ownership of another game related to yours, a demo for example
-	virtual bool IsSubscribedApp( AppId_t appID ) = 0;
+	virtual bool BIsSubscribedApp( AppId_t appID ) = 0;
 
 	// Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed
-	virtual bool IsDlcInstalled( AppId_t appID ) = 0;
+	virtual bool BIsDlcInstalled( AppId_t appID ) = 0;
 };
 
 

Open Steamworks/ISteamClient006.h

 	virtual HSteamPipe CreateSteamPipe() = 0;
 
 	// Releases a previously created communications pipe
-	virtual bool ReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
+	virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
 
 	// creates a global instance of a steam user, so that other processes can share it
 	// used by the steam UI, to share it's account info/connection with any games it launches

Open Steamworks/ISteamClient007.h

 	virtual HSteamPipe CreateSteamPipe() = 0;
 
 	// Releases a previously created communications pipe
-	virtual bool ReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
+	virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
 
 	// connects to an existing global user, failing if none exists
 	// used by the game to coordinate with the steamUI

Open Steamworks/ISteamClient008.h

 	virtual HSteamPipe CreateSteamPipe() = 0;
 
 	// Releases a previously created communications pipe
-	virtual bool ReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
+	virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
 
 	// connects to an existing global user, failing if none exists
 	// used by the game to coordinate with the steamUI

Open Steamworks/ISteamClient009.h

 	virtual HSteamPipe CreateSteamPipe() = 0;
 
 	// Releases a previously created communications pipe
-	virtual bool ReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
+	virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
 
 	// connects to an existing global user, failing if none exists
 	// used by the game to coordinate with the steamUI

Open Steamworks/ISteamClient010.h

 	virtual HSteamPipe CreateSteamPipe() = 0;
 
 	// Releases a previously created communications pipe
-	virtual bool ReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
+	virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0;
 
 	// connects to an existing global user, failing if none exists
 	// used by the game to coordinate with the steamUI

Open Steamworks/ISteamContentServer001.h

 	virtual bool LogOn( uint32 uContentServerID ) = 0;
 	virtual bool LogOff() = 0;
 
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	virtual void SendClientContentAuthRequest( CSteamID steamId, uint32 unContentID ) = 0;
 };

Open Steamworks/ISteamContentServer002.h

 	virtual bool LogOn( uint32 uContentServerID ) = 0;
 	virtual bool LogOff() = 0;
 
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	virtual void SendClientContentAuthRequest( CSteamID steamId, uint32 unContentID, uint64 ulSessionToken, bool bTokenPresent ) = 0;
 
-	virtual bool CheckTicket( CSteamID steamId, uint32 uContentID, const void *pvTicketData, uint32 cubTicketLength ) = 0;
+	virtual bool BCheckTicket( CSteamID steamId, uint32 uContentID, const void *pvTicketData, uint32 cubTicketLength ) = 0;
 };
 
 

Open Steamworks/ISteamGameServer002.h

 	// connection functions
 	virtual void LogOn() = 0;
 	virtual void LogOff() = 0;
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	// user authentication functions
 	virtual void SetSpawnCount( uint32 ucSpawn ) = 0;
 	// Updates server status values which shows up in the server browser and matchmaking APIs
 	virtual bool UpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName ) = 0;
 
-	virtual bool Secure() = 0; 
+	virtual bool BSecure() = 0; 
 	virtual CSteamID GetSteamID() = 0;
 
 	// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.

Open Steamworks/ISteamGameServer003.h

 	// connection functions
 	virtual void LogOn() = 0;
 	virtual void LogOff() = 0;
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
-	virtual bool Secure() = 0;
+	virtual bool BSecure() = 0;
 	virtual CSteamID GetSteamID() = 0;
 
 	virtual bool GetSteam2GetEncryptionKeyToSendToNewClient( void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) = 0;

Open Steamworks/ISteamGameServer004.h

 	// connection functions
 	virtual void LogOn() = 0;
 	virtual void LogOff() = 0;
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
-	virtual bool Secure() = 0;
+	virtual bool BSecure() = 0;
 	virtual CSteamID GetSteamID() = 0;
 
 	virtual bool SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32, void *, uint32 ) = 0;
 	// GSUserValidationSuccess callback.
 	// 
 	// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
-	virtual bool UpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+	virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
 
 	// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
 	//
 	//			
 	// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
 	// and stop calling it in SteamGameServer_Init()?
-	virtual bool SetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 usSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
+	virtual bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 usSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
 
 	virtual bool UpdateStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
 
 	virtual void SetGameType( const char *pchGameType ) = 0; 
 
 	// Ask if a user has a specific achievement for this game, will get a callback on reply
-	virtual bool GetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
+	virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
 };
 
 #endif // ISTEAMGAMESERVER004_H

Open Steamworks/ISteamGameServer005.h

 	// connection functions
 	virtual void LogOn() = 0;
 	virtual void LogOff() = 0;
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
-	virtual bool Secure() = 0;
+	virtual bool BSecure() = 0;
 	virtual CSteamID GetSteamID() = 0;
 
 	// Handles receiving a new connection from a Steam user.  This call will ask the Steam
 	// GSUserValidationSuccess callback.
 	// 
 	// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
-	virtual bool UpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+	virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
 
 	// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
 	//
 	//			
 	// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
 	// and stop calling it in SteamGameServer_Init()?
-	virtual bool SetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
+	virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
 
 	// Updates server status values which shows up in the server browser and matchmaking APIs
 	virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
 	virtual void SetGameType( const char *pchGameType ) = 0; 
 
 	// Ask if a user has a specific achievement for this game, will get a callback on reply
-	virtual bool GetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
+	virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
 
 	// Ask for the gameplay stats for the server. Results returned in a callback
 	virtual void GetGameplayStats( ) = 0;

Open Steamworks/ISteamGameServer006.h

 	virtual void LogOff() = 0;
 	
 	// status functions
-	virtual bool LoggedOn() = 0;
-	virtual bool Secure() = 0; 
+	virtual bool BLoggedOn() = 0;
+	virtual bool BSecure() = 0; 
 	virtual CSteamID GetSteamID() = 0;
 
 	// Handles receiving a new connection from a Steam user.  This call will ask the Steam
 	// GSUserValidationSuccess callback.
 	// 
 	// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
-	virtual bool UpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+	virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
 
 	// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
 	//
 	//			
 	// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
 	// and stop calling it in SteamGameServer_Init()?
-	virtual bool SetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
+	virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
 
 	// Updates server status values which shows up in the server browser and matchmaking APIs
 	virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
 	virtual void SetGameType( const char *pchGameType ) = 0; 
 
 	// Ask if a user has a specific achievement for this game, will get a callback on reply
-	virtual bool GetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
+	virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
 
 	// Ask for the gameplay stats for the server. Results returned in a callback
 	virtual void GetGameplayStats( ) = 0;

Open Steamworks/ISteamGameServer007.h

 	virtual void LogOff() = 0;
 	
 	// status functions
-	virtual bool LoggedOn() = 0;
-	virtual bool Secure() = 0; 
+	virtual bool BLoggedOn() = 0;
+	virtual bool BSecure() = 0; 
 	virtual CSteamID GetSteamID() = 0;
 
 	// Handles receiving a new connection from a Steam user.  This call will ask the Steam
 	// GSUserValidationSuccess callback.
 	// 
 	// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
-	virtual bool UpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+	virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
 
 	// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
 	//
 	//			
 	// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
 	// and stop calling it in SteamGameServer_Init()?
-	virtual bool SetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
+	virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
 
 	// Updates server status values which shows up in the server browser and matchmaking APIs
 	virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
 	virtual void SetGameType( const char *pchGameType ) = 0; 
 
 	// Ask if a user has a specific achievement for this game, will get a callback on reply
-	virtual bool GetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
+	virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
 
 	// Ask for the gameplay stats for the server. Results returned in a callback
 	virtual void GetGameplayStats( ) = 0;

Open Steamworks/ISteamGameServer008.h

 	virtual void LogOff() = 0;
 	
 	// status functions
-	virtual bool LoggedOn() = 0;
-	virtual bool Secure() = 0; 
+	virtual bool BLoggedOn() = 0;
+	virtual bool BSecure() = 0; 
 	virtual CSteamID GetSteamID() = 0;
 
 	// Handles receiving a new connection from a Steam user.  This call will ask the Steam
 	// GSUserValidationSuccess callback.
 	// 
 	// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
-	virtual bool UpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+	virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
 
 	// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
 	//
 	//			
 	// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
 	// and stop calling it in SteamGameServer_Init()?
-	virtual bool SetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
+	virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
 
 	// Updates server status values which shows up in the server browser and matchmaking APIs
 	virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
 	virtual void SetGameType( const char *pchGameType ) = 0; 
 
 	// Ask if a user has a specific achievement for this game, will get a callback on reply
-	virtual bool GetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
+	virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
 
 	// Ask for the gameplay stats for the server. Results returned in a callback
 	virtual void GetGameplayStats( ) = 0;

Open Steamworks/ISteamGameServer009.h

 	virtual void LogOff() = 0;
 	
 	// status functions
-	virtual bool LoggedOn() = 0;
-	virtual bool Secure() = 0; 
+	virtual bool BLoggedOn() = 0;
+	virtual bool BSecure() = 0; 
 	virtual CSteamID GetSteamID() = 0;
 
 	// Handles receiving a new connection from a Steam user.  This call will ask the Steam
 	// GSUserValidationSuccess callback.
 	// 
 	// Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player)
-	virtual bool UpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
+	virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0;
 
 	// You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once.
 	//
 	//			
 	// bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used,
 	// and stop calling it in SteamGameServer_Init()?
-	virtual bool SetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
+	virtual bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0;
 
 	// Updates server status values which shows up in the server browser and matchmaking APIs
 	virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, const char *pchMapName ) = 0;
 	virtual void SetGameType( const char *pchGameType ) = 0; 
 
 	// Ask if a user has a specific achievement for this game, will get a callback on reply
-	virtual bool GetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
+	virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0;
 
 	// Ask for the gameplay stats for the server. Results returned in a callback
 	virtual void GetGameplayStats( ) = 0;

Open Steamworks/ISteamUser004.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	virtual ELogonState GetLogonState() = 0;
-	virtual bool Connected() = 0;
+	virtual bool BConnected() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser005.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	virtual ELogonState GetLogonState() = 0;
-	virtual bool Connected() = 0;
+	virtual bool BConnected() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser006.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser007.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser008.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser009.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser010.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser011.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser012.h

 	// returns true if the Steam client current has a live connection to the Steam servers. 
 	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
 	// The Steam client will automatically be trying to recreate the connection as often as possible.
-	virtual bool LoggedOn() = 0;
+	virtual bool BLoggedOn() = 0;
 
 	// returns the CSteamID of the account currently logged into the Steam client
 	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API

Open Steamworks/ISteamUser013.h

 	// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
 	// to determine if the user owns downloadable content specified by the provided AppID.
 	virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
+	
+	virtual bool BIsBehindNAT(void) = 0;
 };
 
 #endif // ISTEAMUSER013_H

Open Steamworks/ISteamUser014.h

 	virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
 
 
-	virtual bool IsBehindNAT() = 0;
+	virtual bool BIsBehindNAT() = 0;
 	
 	virtual bool AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer , uint16 usPortServer ) = 0;
 

Open Steamworks/ISteamUser015.h

 	virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
 
 
-	virtual bool IsBehindNAT() = 0;
+	virtual bool BIsBehindNAT() = 0;
 	
 	virtual bool AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer , uint16 usPortServer ) = 0;