diff --git a/Facepunch.Steamworks.Test/Client/Achievements.cs b/Facepunch.Steamworks.Test/Client/AchievementsTest.cs
similarity index 97%
rename from Facepunch.Steamworks.Test/Client/Achievements.cs
rename to Facepunch.Steamworks.Test/Client/AchievementsTest.cs
index 79dbf3c..dc9db85 100644
--- a/Facepunch.Steamworks.Test/Client/Achievements.cs
+++ b/Facepunch.Steamworks.Test/Client/AchievementsTest.cs
@@ -56,7 +56,7 @@ namespace Facepunch.Steamworks.Test
Console.WriteLine( " - - " + ach.Description );
Console.WriteLine( " - - " + ach.State );
Console.WriteLine( " - - " + ach.UnlockTime );
- Console.WriteLine( " - - " + ach.Percentage );
+ Console.WriteLine( " - - " + ach.GlobalUnlockedPercentage );
if ( ach.Icon != null )
{
diff --git a/Facepunch.Steamworks.Test/Client/App.cs b/Facepunch.Steamworks.Test/Client/AppTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/App.cs
rename to Facepunch.Steamworks.Test/Client/AppTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/Client.cs b/Facepunch.Steamworks.Test/Client/ClientTest.cs
similarity index 99%
rename from Facepunch.Steamworks.Test/Client/Client.cs
rename to Facepunch.Steamworks.Test/Client/ClientTest.cs
index cfbf51a..f08fbc4 100644
--- a/Facepunch.Steamworks.Test/Client/Client.cs
+++ b/Facepunch.Steamworks.Test/Client/ClientTest.cs
@@ -84,6 +84,8 @@ namespace Facepunch.Steamworks.Test
var sw = new Stopwatch();
using ( var client = new Facepunch.Steamworks.Client( 252490 ) )
{
+ Assert.IsTrue(client.IsValid);
+
for( int i=0; i<1024; i++ )
{
sw.Restart();
diff --git a/Facepunch.Steamworks.Test/Client/Friends.cs b/Facepunch.Steamworks.Test/Client/FriendsTest.cs
similarity index 65%
rename from Facepunch.Steamworks.Test/Client/Friends.cs
rename to Facepunch.Steamworks.Test/Client/FriendsTest.cs
index 1f8b238..e039980 100644
--- a/Facepunch.Steamworks.Test/Client/Friends.cs
+++ b/Facepunch.Steamworks.Test/Client/FriendsTest.cs
@@ -24,6 +24,8 @@ namespace Facepunch.Steamworks.Test
foreach ( var friend in client.Friends.All )
{
Console.WriteLine( "{0}: {1} (Friend:{2}) (Blocked:{3})", friend.Id, friend.Name, friend.IsFriend, friend.IsBlocked );
+
+ Assert.IsNotNull(friend.GetAvatar( Steamworks.Friends.AvatarSize.Medium ));
}
}
}
@@ -50,21 +52,43 @@ namespace Facepunch.Steamworks.Test
Assert.IsTrue( client.IsValid );
var friend = client.Friends.All.First();
+ bool passed = false;
- var img = client.Friends.GetAvatar( Steamworks.Friends.AvatarSize.Medium, friend.Id );
+ client.Friends.GetAvatar( Steamworks.Friends.AvatarSize.Medium, friend.Id, (avatar) =>
+ {
+ Assert.AreEqual(avatar.Width, 64);
+ Assert.AreEqual(avatar.Height, 64);
+ Assert.AreEqual(avatar.Data.Length, avatar.Width * avatar.Height * 4);
- Assert.AreEqual( img.Width, 64 );
- Assert.AreEqual( img.Height, 64 );
+ DrawImage(avatar);
+ passed = true;
+ });
- while ( !img.IsLoaded && !img.IsError )
+ while (passed == false )
{
client.Update();
System.Threading.Thread.Sleep( 10 );
}
+ }
+ }
- Assert.AreEqual( img.Data.Length, img.Width * img.Height * 4 );
+ [TestMethod]
+ public void CachedAvatar()
+ {
+ using (var client = new Facepunch.Steamworks.Client(252490))
+ {
+ Assert.IsTrue(client.IsValid);
- DrawImage( img );
+ var friend = client.Friends.All.First();
+
+ var image = client.Friends.GetCachedAvatar( Steamworks.Friends.AvatarSize.Medium, friend.Id );
+
+ if (image != null)
+ {
+ Assert.AreEqual(image.Width, 64);
+ Assert.AreEqual(image.Height, 64);
+ Assert.AreEqual(image.Data.Length, image.Width * image.Height * 4);
+ }
}
}
diff --git a/Facepunch.Steamworks.Test/Client/Inventory.cs b/Facepunch.Steamworks.Test/Client/InventoryTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/Inventory.cs
rename to Facepunch.Steamworks.Test/Client/InventoryTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/Leaderboard.cs b/Facepunch.Steamworks.Test/Client/LeaderboardTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/Leaderboard.cs
rename to Facepunch.Steamworks.Test/Client/LeaderboardTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/Lobby.cs b/Facepunch.Steamworks.Test/Client/LobbyTest.cs
similarity index 97%
rename from Facepunch.Steamworks.Test/Client/Lobby.cs
rename to Facepunch.Steamworks.Test/Client/LobbyTest.cs
index dd2cf04..d7dd31e 100644
--- a/Facepunch.Steamworks.Test/Client/Lobby.cs
+++ b/Facepunch.Steamworks.Test/Client/LobbyTest.cs
@@ -273,6 +273,12 @@ namespace Facepunch.Steamworks.Test
Assert.IsTrue(message == testString);
};
+ client.Lobby.OnChatStringRecieved = (steamID, message) =>
+ {
+ Console.WriteLine("message recieved");
+ Assert.IsTrue(message == testString);
+ };
+
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
var sw = Stopwatch.StartNew();
diff --git a/Facepunch.Steamworks.Test/Client/Networking.cs b/Facepunch.Steamworks.Test/Client/NetworkingTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/Networking.cs
rename to Facepunch.Steamworks.Test/Client/NetworkingTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/RemoteStorage.cs b/Facepunch.Steamworks.Test/Client/RemoteStorageTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/RemoteStorage.cs
rename to Facepunch.Steamworks.Test/Client/RemoteStorageTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/RichPresence.cs b/Facepunch.Steamworks.Test/Client/RichPresenceTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/RichPresence.cs
rename to Facepunch.Steamworks.Test/Client/RichPresenceTest.cs
diff --git a/Facepunch.Steamworks.Test/Server/Server.cs b/Facepunch.Steamworks.Test/Client/Server/ServerTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Server/Server.cs
rename to Facepunch.Steamworks.Test/Client/Server/ServerTest.cs
diff --git a/Facepunch.Steamworks.Test/Server/Stats.cs b/Facepunch.Steamworks.Test/Client/Server/StatsTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Server/Stats.cs
rename to Facepunch.Steamworks.Test/Client/Server/StatsTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/Serverlist.cs b/Facepunch.Steamworks.Test/Client/ServerlistTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/Serverlist.cs
rename to Facepunch.Steamworks.Test/Client/ServerlistTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/Stats.cs b/Facepunch.Steamworks.Test/Client/StatsTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/Stats.cs
rename to Facepunch.Steamworks.Test/Client/StatsTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/Voice.cs b/Facepunch.Steamworks.Test/Client/VoiceTest.cs
similarity index 100%
rename from Facepunch.Steamworks.Test/Client/Voice.cs
rename to Facepunch.Steamworks.Test/Client/VoiceTest.cs
diff --git a/Facepunch.Steamworks.Test/Client/Workshop.cs b/Facepunch.Steamworks.Test/Client/WorkshopTest.cs
similarity index 95%
rename from Facepunch.Steamworks.Test/Client/Workshop.cs
rename to Facepunch.Steamworks.Test/Client/WorkshopTest.cs
index f01dac4..3dace46 100644
--- a/Facepunch.Steamworks.Test/Client/Workshop.cs
+++ b/Facepunch.Steamworks.Test/Client/WorkshopTest.cs
@@ -433,6 +433,21 @@ namespace Facepunch.Steamworks.Test
item.Tags.Add( "Apple" );
item.Tags.Add( "Banana" );
+ // Make a folder
+ var testFolder = new System.IO.DirectoryInfo("BlahBlah");
+ if (!testFolder.Exists) testFolder.Create();
+
+ item.Folder = testFolder.FullName;
+
+ // Upload a file of random bytes
+ var rand = new Random();
+ var testFile = new byte[1024 * 1024 * 32];
+ rand.NextBytes(testFile);
+ System.IO.File.WriteAllBytes( testFolder.FullName + "/testfile1.bin", testFile);
+
+
+ Console.WriteLine(item.Folder);
+
try
{
item.Publish();
@@ -440,7 +455,11 @@ namespace Facepunch.Steamworks.Test
while ( item.Publishing )
{
client.Update();
- Thread.Sleep( 100 );
+ Thread.Sleep( 10 );
+
+ Console.WriteLine("Progress: " + item.Progress);
+ Console.WriteLine("BytesUploaded: " + item.BytesUploaded);
+ Console.WriteLine("BytesTotal: " + item.BytesTotal);
}
Assert.IsFalse( item.Publishing );
@@ -469,6 +488,8 @@ namespace Facepunch.Steamworks.Test
{
Console.WriteLine( "Deleting: {0}", item.Id );
item.Delete();
+
+ System.IO.File.Delete(testFolder.FullName + "/testfile.bin");
}
}
}
diff --git a/Facepunch.Steamworks.Test/Facepunch.Steamworks.Test.csproj b/Facepunch.Steamworks.Test/Facepunch.Steamworks.Test.csproj
index ce77f05..c1a3b16 100644
--- a/Facepunch.Steamworks.Test/Facepunch.Steamworks.Test.csproj
+++ b/Facepunch.Steamworks.Test/Facepunch.Steamworks.Test.csproj
@@ -92,25 +92,25 @@
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
-
-
-
+
+
+
-
-
+
+
diff --git a/Facepunch.Steamworks/Client/Achievements.cs b/Facepunch.Steamworks/Client/Achievements.cs
index ce80fd1..ba152cf 100644
--- a/Facepunch.Steamworks/Client/Achievements.cs
+++ b/Facepunch.Steamworks/Client/Achievements.cs
@@ -143,9 +143,9 @@ namespace Facepunch.Steamworks
private int refreshCount = 0;
///
- /// If this achievement is linked to a stat this will return the progress.
+ /// Returns the percentage of users who have unlocked the specified achievement, or -1 if no data available.
///
- public float Percentage
+ public float GlobalUnlockedPercentage
{
get
{
diff --git a/Facepunch.Steamworks/Client/Friends.cs b/Facepunch.Steamworks/Client/Friends.cs
index d579837..38f318c 100644
--- a/Facepunch.Steamworks/Client/Friends.cs
+++ b/Facepunch.Steamworks/Client/Friends.cs
@@ -127,6 +127,15 @@ namespace Facepunch.Steamworks
Client.native.friends.RequestFriendRichPresence( Id );
}
+
+ ///
+ /// This will return null if you don't have the target user's avatar in your cache.
+ /// Which usually happens for people not on your friends list.
+ ///
+ public Image GetAvatar( Friends.AvatarSize size )
+ {
+ return Client.Friends.GetCachedAvatar( size, Id );
+ }
}
///
@@ -145,6 +154,8 @@ namespace Facepunch.Steamworks
internal Friends( Client c )
{
client = c;
+
+ SteamNative.PersonaStateChange_t.RegisterCallback( client, OnPersonaStateChange );
}
///
@@ -253,20 +264,23 @@ namespace Facepunch.Steamworks
Large
}
- public Image GetAvatar( AvatarSize size, ulong steamid )
+ ///
+ /// Try to get the avatar immediately. This should work for people on your friends list.
+ ///
+ public Image GetCachedAvatar( AvatarSize size, ulong steamid )
{
var imageid = 0;
- switch ( size )
+ switch (size)
{
case AvatarSize.Small:
- imageid = client.native.friends.GetSmallFriendAvatar( steamid );
+ imageid = client.native.friends.GetSmallFriendAvatar(steamid);
break;
case AvatarSize.Medium:
- imageid = client.native.friends.GetMediumFriendAvatar( steamid );
+ imageid = client.native.friends.GetMediumFriendAvatar(steamid);
break;
case AvatarSize.Large:
- imageid = client.native.friends.GetLargeFriendAvatar( steamid );
+ imageid = client.native.friends.GetLargeFriendAvatar(steamid);
break;
}
@@ -275,19 +289,53 @@ namespace Facepunch.Steamworks
Id = imageid
};
- if ( imageid == 0 )
+ if (imageid != 0 && img.TryLoad(client.native.utils))
return img;
- if ( img.TryLoad( client.native.utils ) )
- return img;
-
- throw new System.NotImplementedException( "Deferred Avatar Loading Todo" );
- // Add to image loading list
-
- //return img;
+ return null;
}
+ ///
+ /// Callback will be called when the avatar is ready. If we fail to get an
+ /// avatar, it'll be called with a null Image.
+ ///
+ public void GetAvatar( AvatarSize size, ulong steamid, Action callback )
+ {
+ // Maybe we already have it downloaded?
+ var image = GetCachedAvatar(size, steamid);
+ if ( image != null )
+ {
+ callback(image);
+ return;
+ }
+
+ // Lets request it from Steam
+ if (!client.native.friends.RequestUserInformation(steamid, false))
+ {
+ // Steam told us to get fucked
+ callback(null);
+ return;
+ }
+
+ PersonaCallbacks.Add( new PersonaCallback
+ {
+ SteamId = steamid,
+ Callback = () =>
+ {
+ callback( GetCachedAvatar(size, steamid) );
+ }
+ });
+ }
+
+ private class PersonaCallback
+ {
+ public ulong SteamId;
+ public Action Callback;
+ }
+
+ List PersonaCallbacks = new List();
+
public SteamFriend Get( ulong steamid )
{
var f = new SteamFriend()
@@ -300,5 +348,11 @@ namespace Facepunch.Steamworks
return f;
}
+
+ private void OnPersonaStateChange( PersonaStateChange_t data, bool error )
+ {
+
+ }
+
}
}
diff --git a/Facepunch.Steamworks/Client/Leaderboard.cs b/Facepunch.Steamworks/Client/Leaderboard.cs
index a454c1e..ff5b5e0 100644
--- a/Facepunch.Steamworks/Client/Leaderboard.cs
+++ b/Facepunch.Steamworks/Client/Leaderboard.cs
@@ -100,6 +100,11 @@ namespace Facepunch.Steamworks
return true;
}
+ ///
+ /// Called when the leaderboard information is successfully recieved from Steam
+ ///
+ public Action OnBoardInformation;
+
internal void OnBoardCreated( LeaderboardFindResult_t result, bool error )
{
if ( error || ( result.LeaderboardFound == 0 ) )
@@ -114,6 +119,8 @@ namespace Facepunch.Steamworks
{
Name = client.native.userstats.GetLeaderboardName( BoardId );
TotalEntries = client.native.userstats.GetLeaderboardEntryCount( BoardId );
+
+ OnBoardInformation?.Invoke();
}
}
@@ -125,7 +132,8 @@ namespace Facepunch.Steamworks
/// Subscores are totally optional, and can be used for other game defined data such as laps etc.. although
/// they have no bearing on sorting at all
/// If onlyIfBeatsOldScore is true, the score will only be updated if it beats the existing score, else it will always
- /// be updated.
+ /// be updated. Beating the existing score is subjective - and depends on how your leaderboard was set up as to whether
+ /// that means higher or lower.
///
public bool AddScore( bool onlyIfBeatsOldScore, int score, params int[] subscores )
{
@@ -141,10 +149,9 @@ namespace Facepunch.Steamworks
}
///
- /// Callback invoked by when score submission
+ /// Callback invoked by when score submission
/// is complete.
///
- /// If true, the score was submitted
/// If successful, information about the new entry
public delegate void AddScoreCallback( AddScoreResult result );
@@ -278,13 +285,13 @@ namespace Facepunch.Steamworks
[ThreadStatic] private static List _sEntryBuffer;
///
- /// Callback invoked by when
+ /// Callback invoked by when
/// a query is complete.
///
public delegate void FetchScoresCallback( Entry[] results );
///
- /// Fetch a subset of scores. The scores are passed to .
+ /// Fetch a subset of scores. The scores are passed to .
///
/// Returns true if we have started the query
public bool FetchScores( RequestType RequestType, int start, int end, FetchScoresCallback onSuccess, FailureCallback onFailure = null )
diff --git a/Facepunch.Steamworks/Client/Lobby.cs b/Facepunch.Steamworks/Client/Lobby.cs
index 8f7e09e..f0a4dcb 100644
--- a/Facepunch.Steamworks/Client/Lobby.cs
+++ b/Facepunch.Steamworks/Client/Lobby.cs
@@ -318,28 +318,24 @@ namespace Facepunch.Steamworks
}
}
+ private static byte[] chatMessageData = new byte[1024 * 4];
+
private unsafe void OnLobbyChatMessageRecievedAPI(LobbyChatMsg_t callback, bool error)
{
//from Client.Networking
- if(error || callback.SteamIDLobby != CurrentLobby) { return; }
+ if(error || callback.SteamIDLobby != CurrentLobby)
+ return;
- byte[] ReceiveBuffer = new byte[1024];
SteamNative.CSteamID steamid = 1;
- ChatEntryType chatEntryType; //not used
+ ChatEntryType chatEntryType; // "If set then this will just always return k_EChatEntryTypeChatMsg. This can usually just be set to NULL."
int readData = 0;
- fixed (byte* p = ReceiveBuffer)
+ fixed (byte* p = chatMessageData)
{
- readData = client.native.matchmaking.GetLobbyChatEntry(CurrentLobby, (int)callback.ChatID, out steamid, (IntPtr)p, ReceiveBuffer.Length, out chatEntryType);
- while (ReceiveBuffer.Length < readData)
- {
- ReceiveBuffer = new byte[readData + 1024];
- readData = client.native.matchmaking.GetLobbyChatEntry(CurrentLobby, (int)callback.ChatID, out steamid, (IntPtr)p, ReceiveBuffer.Length, out chatEntryType);
- }
-
+ readData = client.native.matchmaking.GetLobbyChatEntry(CurrentLobby, (int)callback.ChatID, out steamid, (IntPtr)p, chatMessageData.Length, out chatEntryType);
}
- if (OnChatMessageRecieved != null) { OnChatMessageRecieved(steamid, ReceiveBuffer, readData); }
-
+ OnChatMessageRecieved?.Invoke(steamid, chatMessageData, readData);
+ OnChatStringRecieved?.Invoke(steamid, Encoding.UTF8.GetString(chatMessageData));
}
///
@@ -347,6 +343,11 @@ namespace Facepunch.Steamworks
///
public Action OnChatMessageRecieved;
+ ///
+ /// Like OnChatMessageRecieved but the data is converted to a string
+ ///
+ public Action OnChatStringRecieved;
+
///
/// Broadcasts a chat message to the all the users in the lobby users in the lobby (including the local user) will receive a LobbyChatMsg_t callback.
///
@@ -376,12 +377,14 @@ namespace Facepunch.Steamworks
internal void OnLobbyStateUpdatedAPI(LobbyChatUpdate_t callback, bool error)
{
- if (error || callback.SteamIDLobby != CurrentLobby) { return; }
+ if (error || callback.SteamIDLobby != CurrentLobby)
+ return;
+
MemberStateChange change = (MemberStateChange)callback.GfChatMemberStateChange;
ulong initiator = callback.SteamIDMakingChange;
ulong affected = callback.SteamIDUserChanged;
- if (OnLobbyStateChanged != null) { OnLobbyStateChanged(change, initiator, affected); }
+ OnLobbyStateChanged?.Invoke(change, initiator, affected);
}
///
@@ -487,7 +490,11 @@ namespace Facepunch.Steamworks
///
public void Leave()
{
- if (CurrentLobby != 0) { client.native.matchmaking.LeaveLobby(CurrentLobby); }
+ if (CurrentLobby != 0)
+ {
+ client.native.matchmaking.LeaveLobby(CurrentLobby);
+ }
+
CurrentLobby = 0;
CurrentLobbyData = null;
}
@@ -505,7 +512,6 @@ namespace Facepunch.Steamworks
/// Array of member SteamIDs
public ulong[] GetMemberIDs()
{
-
ulong[] memIDs = new ulong[NumMembers];
for (int i = 0; i < NumMembers; i++)
{
@@ -521,14 +527,15 @@ namespace Facepunch.Steamworks
///
public bool UserIsInCurrentLobby(ulong steamID)
{
- if(CurrentLobby == 0) { return false; }
+ if ( CurrentLobby == 0 )
+ return false;
+
ulong[] mems = GetMemberIDs();
+
for (int i = 0; i < mems.Length; i++)
{
- if(mems[i] == steamID)
- {
+ if ( mems[i] == steamID )
return true;
- }
}
return false;
diff --git a/Facepunch.Steamworks/Interfaces/Networking.cs b/Facepunch.Steamworks/Interfaces/Networking.cs
index c5b3245..8d3b0c4 100644
--- a/Facepunch.Steamworks/Interfaces/Networking.cs
+++ b/Facepunch.Steamworks/Interfaces/Networking.cs
@@ -170,7 +170,7 @@ namespace Facepunch.Steamworks
{
uint DataAvailable = 0;
- if ( !networking.IsP2PPacketAvailable( out DataAvailable, channel ) || DataAvailable == 0 )
+ if ( !networking.IsP2PPacketAvailable( out DataAvailable, channel ) )
return false;
if ( ReceiveBuffer.Length < DataAvailable )
diff --git a/Facepunch.Steamworks/Interfaces/Workshop.Editor.cs b/Facepunch.Steamworks/Interfaces/Workshop.Editor.cs
index 383f3d6..8bc8303 100644
--- a/Facepunch.Steamworks/Interfaces/Workshop.Editor.cs
+++ b/Facepunch.Steamworks/Interfaces/Workshop.Editor.cs
@@ -208,6 +208,7 @@ namespace Facepunch.Steamworks
else throw new System.Exception( "CreateItemResult_t Failed" );
}
+ UpdateHandle = 0;
SubmitItemUpdate = null;
NeedToAgreeToWorkshopLegal = obj.UserNeedsToAcceptWorkshopLegalAgreement;
Publishing = false;
diff --git a/Facepunch.Steamworks/Interop/Native.cs b/Facepunch.Steamworks/Interop/Native.cs
index 8ac3d77..3bfebc2 100644
--- a/Facepunch.Steamworks/Interop/Native.cs
+++ b/Facepunch.Steamworks/Interop/Native.cs
@@ -29,11 +29,11 @@ namespace Facepunch.Steamworks.Interop
private bool isServer;
- private HSteamUser hUser;
- private HSteamPipe hPipe;
-
internal bool InitClient( BaseSteamworks steamworks )
{
+ if ( Steamworks.Server.Instance != null )
+ throw new System.Exception("Steam client should be initialized before steam server - or there's big trouble.");
+
isServer = false;
api = new SteamNative.SteamApi();
@@ -44,8 +44,8 @@ namespace Facepunch.Steamworks.Interop
return false;
}
- hUser = api.SteamAPI_GetHSteamUser();
- hPipe = api.SteamAPI_GetHSteamPipe();
+ var hUser = api.SteamAPI_GetHSteamUser();
+ var hPipe = api.SteamAPI_GetHSteamPipe();
if ( hPipe == 0 )
{
Console.Error.WriteLine( "InitClient: hPipe == 0" );
@@ -83,8 +83,8 @@ namespace Facepunch.Steamworks.Interop
return false;
}
- hUser = api.SteamGameServer_GetHSteamUser();
- hPipe = api.SteamGameServer_GetHSteamPipe();
+ var hUser = api.SteamGameServer_GetHSteamUser();
+ var hPipe = api.SteamGameServer_GetHSteamPipe();
if ( hPipe == 0 )
{
Console.Error.WriteLine( "InitServer: hPipe == 0" );
@@ -216,6 +216,12 @@ namespace Facepunch.Steamworks.Interop
remoteStorage = null;
}
+ if ( matchmaking != null )
+ {
+ matchmaking.Dispose();
+ matchmaking = null;
+ }
+
if ( applist != null )
{
applist.Dispose();
@@ -242,9 +248,6 @@ namespace Facepunch.Steamworks.Interop
// pointers we stored are not invalid.
//
- hPipe = 0;
- hUser = 0;
-
api.Dispose();
api = null;
}
diff --git a/Facepunch.Steamworks/Interop/ServerRules.cs b/Facepunch.Steamworks/Interop/ServerRules.cs
index 3acff8d..2cdb16a 100644
--- a/Facepunch.Steamworks/Interop/ServerRules.cs
+++ b/Facepunch.Steamworks/Interop/ServerRules.cs
@@ -71,9 +71,9 @@ namespace Facepunch.Steamworks.Interop
ThisVTable.InternalRulesFailedToRespond db = ( _ ) => InternalOnRulesFailedToRespond();
ThisVTable.InternalRulesRefreshComplete dc = ( _ ) => InternalOnRulesRefreshComplete();
- RulesRespondPin = GCHandle.Alloc( da, GCHandleType.Pinned );
- FailedRespondPin = GCHandle.Alloc( db, GCHandleType.Pinned );
- CompletePin = GCHandle.Alloc( dc, GCHandleType.Pinned );
+ RulesRespondPin = GCHandle.Alloc( da );
+ FailedRespondPin = GCHandle.Alloc( db );
+ CompletePin = GCHandle.Alloc( dc );
var t = new ThisVTable()
{
@@ -93,9 +93,9 @@ namespace Facepunch.Steamworks.Interop
StdVTable.InternalRulesFailedToRespond db = InternalOnRulesFailedToRespond;
StdVTable.InternalRulesRefreshComplete dc = InternalOnRulesRefreshComplete;
- RulesRespondPin = GCHandle.Alloc( da, GCHandleType.Pinned );
- FailedRespondPin = GCHandle.Alloc( db, GCHandleType.Pinned );
- CompletePin = GCHandle.Alloc( dc, GCHandleType.Pinned );
+ RulesRespondPin = GCHandle.Alloc( da );
+ FailedRespondPin = GCHandle.Alloc( db );
+ CompletePin = GCHandle.Alloc( dc );
var t = new StdVTable()
{
diff --git a/Facepunch.Steamworks/SteamNative/SteamNative.Structs.cs b/Facepunch.Steamworks/SteamNative/SteamNative.Structs.cs
index 12db6a8..edb08c1 100644
--- a/Facepunch.Steamworks/SteamNative/SteamNative.Structs.cs
+++ b/Facepunch.Steamworks/SteamNative/SteamNative.Structs.cs
@@ -107,9 +107,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -148,9 +148,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -252,9 +252,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -293,9 +293,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -409,9 +409,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -450,9 +450,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -560,9 +560,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -601,9 +601,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -711,9 +711,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -752,9 +752,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -866,9 +866,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -915,9 +915,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -986,9 +986,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1027,9 +1027,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1134,9 +1134,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1175,9 +1175,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1281,9 +1281,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1322,9 +1322,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1438,9 +1438,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1487,9 +1487,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1558,9 +1558,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1599,9 +1599,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1785,9 +1785,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1826,9 +1826,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1930,9 +1930,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -1971,9 +1971,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2082,9 +2082,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2123,9 +2123,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2230,9 +2230,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2271,9 +2271,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2384,9 +2384,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2425,9 +2425,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2545,9 +2545,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2594,9 +2594,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2665,9 +2665,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2706,9 +2706,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2813,9 +2813,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2854,9 +2854,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -2963,9 +2963,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3004,9 +3004,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3114,9 +3114,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3155,9 +3155,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3262,9 +3262,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3303,9 +3303,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3420,9 +3420,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3461,9 +3461,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3567,9 +3567,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3608,9 +3608,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3725,9 +3725,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3774,9 +3774,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3845,9 +3845,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3886,9 +3886,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -3993,9 +3993,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4034,9 +4034,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4154,9 +4154,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4203,9 +4203,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4274,9 +4274,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4315,9 +4315,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4437,9 +4437,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4486,9 +4486,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4557,9 +4557,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4598,9 +4598,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4723,9 +4723,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4772,9 +4772,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4843,9 +4843,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -4884,9 +4884,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5008,9 +5008,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5057,9 +5057,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5128,9 +5128,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5169,9 +5169,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5273,9 +5273,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5314,9 +5314,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5424,9 +5424,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5465,9 +5465,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5579,9 +5579,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5628,9 +5628,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5699,9 +5699,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5740,9 +5740,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5849,9 +5849,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -5890,9 +5890,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6192,9 +6192,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6233,9 +6233,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6343,9 +6343,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6384,9 +6384,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6509,9 +6509,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6558,9 +6558,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6629,9 +6629,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6670,9 +6670,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6780,9 +6780,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6821,9 +6821,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6934,9 +6934,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -6975,9 +6975,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7088,9 +7088,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7129,9 +7129,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7242,9 +7242,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7283,9 +7283,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7397,9 +7397,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7446,9 +7446,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7517,9 +7517,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7558,9 +7558,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7668,9 +7668,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7709,9 +7709,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7826,9 +7826,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7875,9 +7875,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7946,9 +7946,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -7987,9 +7987,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8096,9 +8096,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8137,9 +8137,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8241,9 +8241,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8282,9 +8282,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8427,9 +8427,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8468,9 +8468,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8578,9 +8578,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8619,9 +8619,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8739,9 +8739,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8780,9 +8780,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8887,9 +8887,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -8928,9 +8928,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9050,9 +9050,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9099,9 +9099,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9170,9 +9170,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9211,9 +9211,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9323,9 +9323,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9364,9 +9364,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9481,9 +9481,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9530,9 +9530,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9601,9 +9601,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9642,9 +9642,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9767,9 +9767,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9816,9 +9816,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9887,9 +9887,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -9928,9 +9928,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10045,9 +10045,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10094,9 +10094,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10165,9 +10165,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10206,9 +10206,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10336,9 +10336,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10385,9 +10385,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10456,9 +10456,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10497,9 +10497,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10614,9 +10614,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10663,9 +10663,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10734,9 +10734,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10775,9 +10775,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10897,9 +10897,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -10946,9 +10946,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11017,9 +11017,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11058,9 +11058,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11189,9 +11189,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11238,9 +11238,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11309,9 +11309,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11350,9 +11350,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11540,9 +11540,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11589,9 +11589,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11660,9 +11660,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11701,9 +11701,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11837,9 +11837,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11886,9 +11886,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11957,9 +11957,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -11998,9 +11998,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12127,9 +12127,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12176,9 +12176,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12247,9 +12247,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12288,9 +12288,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12395,9 +12395,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12436,9 +12436,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12543,9 +12543,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12584,9 +12584,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12691,9 +12691,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12732,9 +12732,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12849,9 +12849,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12898,9 +12898,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -12969,9 +12969,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13010,9 +13010,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13120,9 +13120,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13161,9 +13161,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13276,9 +13276,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13317,9 +13317,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13437,9 +13437,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13486,9 +13486,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13557,9 +13557,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13598,9 +13598,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13731,9 +13731,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13780,9 +13780,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13851,9 +13851,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -13892,9 +13892,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14011,9 +14011,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14060,9 +14060,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14131,9 +14131,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14172,9 +14172,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14282,9 +14282,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14323,9 +14323,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14437,9 +14437,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14486,9 +14486,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14557,9 +14557,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14598,9 +14598,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14721,9 +14721,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14770,9 +14770,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14841,9 +14841,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -14882,9 +14882,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15046,9 +15046,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15095,9 +15095,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15166,9 +15166,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15207,9 +15207,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15314,9 +15314,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15355,9 +15355,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15475,9 +15475,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15516,9 +15516,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15633,9 +15633,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15682,9 +15682,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15753,9 +15753,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15794,9 +15794,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15914,9 +15914,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -15963,9 +15963,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16034,9 +16034,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16075,9 +16075,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16204,9 +16204,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16253,9 +16253,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16324,9 +16324,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16365,9 +16365,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16482,9 +16482,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16531,9 +16531,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16602,9 +16602,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16643,9 +16643,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16747,9 +16747,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16788,9 +16788,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16905,9 +16905,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -16946,9 +16946,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17063,9 +17063,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17112,9 +17112,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17183,9 +17183,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17224,9 +17224,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17341,9 +17341,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17390,9 +17390,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17461,9 +17461,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17502,9 +17502,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17612,9 +17612,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17653,9 +17653,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17770,9 +17770,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17819,9 +17819,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17890,9 +17890,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -17931,9 +17931,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18035,9 +18035,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18076,9 +18076,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18183,9 +18183,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18224,9 +18224,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18339,9 +18339,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18380,9 +18380,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18505,9 +18505,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18554,9 +18554,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18625,9 +18625,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18666,9 +18666,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18823,9 +18823,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18864,9 +18864,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -18971,9 +18971,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19012,9 +19012,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19125,9 +19125,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19166,9 +19166,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19273,9 +19273,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19314,9 +19314,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19418,9 +19418,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19459,9 +19459,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19565,9 +19565,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19606,9 +19606,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19712,9 +19712,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19753,9 +19753,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19857,9 +19857,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -19898,9 +19898,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20002,9 +20002,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20043,9 +20043,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20147,9 +20147,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20188,9 +20188,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20292,9 +20292,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20333,9 +20333,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20451,9 +20451,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20492,9 +20492,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20599,9 +20599,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20640,9 +20640,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20753,9 +20753,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20794,9 +20794,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20907,9 +20907,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -20948,9 +20948,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21340,9 +21340,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21389,9 +21389,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21460,9 +21460,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21501,9 +21501,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21610,9 +21610,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21651,9 +21651,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21773,9 +21773,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21822,9 +21822,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21893,9 +21893,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -21934,9 +21934,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22053,9 +22053,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22102,9 +22102,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22173,9 +22173,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22214,9 +22214,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22324,9 +22324,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22365,9 +22365,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22487,9 +22487,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22536,9 +22536,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22607,9 +22607,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22648,9 +22648,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22770,9 +22770,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22819,9 +22819,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22890,9 +22890,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -22931,9 +22931,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23063,9 +23063,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23112,9 +23112,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23183,9 +23183,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23224,9 +23224,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23338,9 +23338,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23387,9 +23387,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23458,9 +23458,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23499,9 +23499,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23613,9 +23613,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23662,9 +23662,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23733,9 +23733,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23774,9 +23774,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23894,9 +23894,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -23943,9 +23943,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24014,9 +24014,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24055,9 +24055,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24175,9 +24175,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24224,9 +24224,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24295,9 +24295,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24336,9 +24336,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24440,9 +24440,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24481,9 +24481,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24585,9 +24585,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24626,9 +24626,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24740,9 +24740,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24789,9 +24789,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24860,9 +24860,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -24901,9 +24901,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25167,9 +25167,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25208,9 +25208,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25318,9 +25318,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25359,9 +25359,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25466,9 +25466,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25507,9 +25507,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25614,9 +25614,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25655,9 +25655,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25765,9 +25765,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25806,9 +25806,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25920,9 +25920,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -25961,9 +25961,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26082,9 +26082,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26123,9 +26123,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26244,9 +26244,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26285,9 +26285,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26408,9 +26408,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26449,9 +26449,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26556,9 +26556,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26597,9 +26597,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26704,9 +26704,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26745,9 +26745,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26855,9 +26855,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -26896,9 +26896,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27018,9 +27018,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27059,9 +27059,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27166,9 +27166,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27207,9 +27207,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27314,9 +27314,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27355,9 +27355,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27462,9 +27462,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27503,9 +27503,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27610,9 +27610,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27651,9 +27651,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27755,9 +27755,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27796,9 +27796,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27944,9 +27944,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -27985,9 +27985,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28089,9 +28089,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28130,9 +28130,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28255,9 +28255,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28304,9 +28304,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28375,9 +28375,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28416,9 +28416,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28520,9 +28520,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28561,9 +28561,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28673,9 +28673,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28714,9 +28714,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28821,9 +28821,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28862,9 +28862,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -28969,9 +28969,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29010,9 +29010,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29122,9 +29122,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29163,9 +29163,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29270,9 +29270,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29311,9 +29311,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29425,9 +29425,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29466,9 +29466,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29570,9 +29570,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29611,9 +29611,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29724,9 +29724,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29765,9 +29765,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29882,9 +29882,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -29923,9 +29923,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30057,9 +30057,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30106,9 +30106,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30177,9 +30177,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30218,9 +30218,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30332,9 +30332,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30381,9 +30381,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30452,9 +30452,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30493,9 +30493,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30619,9 +30619,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30668,9 +30668,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30739,9 +30739,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30780,9 +30780,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30897,9 +30897,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -30946,9 +30946,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31017,9 +31017,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31058,9 +31058,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31175,9 +31175,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31224,9 +31224,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31295,9 +31295,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31336,9 +31336,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31440,9 +31440,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31481,9 +31481,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31588,9 +31588,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
@@ -31629,9 +31629,9 @@ namespace SteamNative
//
// Allocate a handle to each function, so they don't get disposed
//
- handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );
- handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );
- handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );
+ handle.FuncA = GCHandle.Alloc( funcA );
+ handle.FuncB = GCHandle.Alloc( funcB );
+ handle.FuncC = GCHandle.Alloc( funcC );
//
// Create the VTable by manually allocating the memory and copying across
diff --git a/Generator/CodeWriter/Struct.cs b/Generator/CodeWriter/Struct.cs
index 2164aed..4e12be4 100644
--- a/Generator/CodeWriter/Struct.cs
+++ b/Generator/CodeWriter/Struct.cs
@@ -317,9 +317,9 @@ namespace Generator
WriteLine( "//" );
WriteLine( "// Allocate a handle to each function, so they don't get disposed" );
WriteLine( "//" );
- WriteLine( "handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );" );
- WriteLine( "handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );" );
- WriteLine( "handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );" );
+ WriteLine( "handle.FuncA = GCHandle.Alloc( funcA );" );
+ WriteLine( "handle.FuncB = GCHandle.Alloc( funcB );" );
+ WriteLine( "handle.FuncC = GCHandle.Alloc( funcC );" );
WriteLine();
WriteLine( "//" );