This is making me go insane, for some reason nothing is being written when I call std::fstream::write or std::fstream::put.
It's gotta be something simple but I'm just not seeing it, thanks in advance for any help

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Code:
// Opens the crash check file, returns true if success
bool CCrashFile_HL1::Open( void ) {
char szPath[ 256 ]; // Path to crashstatus.bin
// Get the game directory
GET_GAME_DIR( szPath );
// Append the crashstatus.bin path and fix the path for win32
strncat( szPath, "/crashstatus.bin", sizeof( szPath ) );
CMapcycle_HL1::FixpathWin32( szPath ); // Note: Now I remember why I made this static method public....
// Try and open crashstatus.bin in read only mode to see if it exists
m_fCrashstatus = new std::fstream( szPath, std::ios.in | std::ios.binary );
// If allocation failed, exit now
if ( ! m_fCrashstatus )
return false;
// If the file wasn't opened try and create a new one.
// OR, if the file has no content.
if ( ! m_fCrashstatus->is_open( ) || m_fCrashstatus->eof( ) ) {
// If we're just eof, close the file now...
if ( m_fCrashstatus->is_open( ) )
m_fCrashstatus->close( );
// Re-open the file for writing
m_fCrashstatus->open( szPath, std::ios.out | std::ios.binary );
// If it didn't open just get off here
if ( ! m_fCrashstatus->is_open( ) ) {
delete m_fCrashstatus; // Clean up used memory
return false;
}
// Write a 1 into the stream so we assume the server
// exited cleanly last time.
m_fCrashstatus->write( "Test!\n", 7 );
// Close the file now
m_fCrashstatus->close( );
}
// If the file was opened earlier, we have to close it now
// to re-open it in write mode.
if ( m_fCrashstatus->is_open( ) )
m_fCrashstatus->close( );
// Success!
return true;
}