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Added CraftItemAsync with Amounts
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@ -239,6 +239,27 @@ public static bool GetAllItems()
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return await InventoryResult.GetAsync( sresult );
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return await InventoryResult.GetAsync( sresult );
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}
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}
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/// <summary>
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/// Crafting! Uses the passed items to buy the target item.
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/// You need to have set up the appropriate exchange rules in your item
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/// definitions. This assumes all the items passed in aren't stacked.
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/// </summary>
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public static async Task<InventoryResult?> CraftItemAsync( InventoryItem.Amount[] list, InventoryDef target )
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{
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var sresult = default( SteamInventoryResult_t );
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var give = new InventoryDefId[] { target.Id };
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var givec = new uint[] { 1 };
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var sell = list.Select( x => x.Item.Id ).ToArray();
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var sellc = list.Select( x => (uint) x.Quantity ).ToArray();
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if ( !Internal.ExchangeItems( ref sresult, give, givec, 1, sell, sellc, (uint)sell.Length ) )
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return null;
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return await InventoryResult.GetAsync( sresult );
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}
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/// <summary>
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/// <summary>
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/// Deserializes a result set and verifies the signature bytes.
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/// Deserializes a result set and verifies the signature bytes.
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/// This call has a potential soft-failure mode where the Result is expired, it will
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/// This call has a potential soft-failure mode where the Result is expired, it will
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@ -122,5 +122,14 @@ internal static Dictionary<string, string> GetProperties( SteamInventoryResult_t
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return props;
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return props;
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}
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}
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/// <summary>
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/// Small utility class to describe an item with a quantity
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/// </summary>
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public struct Amount
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{
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public InventoryItem Item;
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public int Quantity;
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}
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}
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}
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}
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}
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