Sadly I don't have to much free time, and can't participate in this at moment. This is a great example how to use C++ inline and external libraries, I'll need to take a deep look into it to see better way of using Steam API if possible.
no need to wrapp the whole thing in a gbas file, simple direkt calls...
This way you can say to the compiler to use the Raylib:: and not the __GLBASIC__:: namespace for this functions
So Your saying that there is a possibility to override all standard GLB functions this way and use this as alternative? Very interesting, and may be very useful - in case of bugs/instability in core GLB, testing performance and as final build target. From what I saw on raylib webdoc additional libs may be needed in case of need for additional stuff like rumble effects - SDL2.