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Added Item.Consume
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@ -64,6 +64,33 @@ public override int GetHashCode()
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return !c1.Equals( c2 );
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}
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/// <summary>
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/// Consumes items from a user's inventory. If the quantity of the given item goes to zero, it is permanently removed.
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/// Once an item is removed it cannot be recovered.This is not for the faint of heart - if your game implements item removal at all,
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/// a high-friction UI confirmation process is highly recommended.ConsumeItem can be restricted to certain item definitions or fully
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/// blocked via the Steamworks website to minimize support/abuse issues such as the classic "my brother borrowed my laptop and deleted all of my rare items".
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/// </summary>
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public Result Consume( int amount = 1 )
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{
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SteamNative.SteamInventoryResult_t resultHandle = -1;
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if ( !Definition.inventory.inventory.ConsumeItem( ref resultHandle, Id, (uint)amount ) )
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return null;
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return new Result( Definition.inventory, resultHandle, true );
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}
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/// <summary>
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/// Split stack into two items
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/// </summary>
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public Result SplitStack( int quantity = 1 )
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{
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SteamNative.SteamInventoryResult_t resultHandle = -1;
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if ( !Definition.inventory.inventory.TransferItemQuantity( ref resultHandle, Id, (uint)quantity, ulong.MaxValue ) )
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return null;
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return new Result( Definition.inventory, resultHandle, true );
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}
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SteamNative.SteamInventoryUpdateHandle_t updateHandle;
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private void UpdatingProperties()
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@ -360,11 +360,7 @@ public Result CraftItem( Item.Amount[] list, Definition target )
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/// </summary>
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public Result SplitStack( Item item, int quantity = 1 )
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{
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SteamNative.SteamInventoryResult_t resultHandle = -1;
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if ( !inventory.TransferItemQuantity( ref resultHandle, item.Id, (uint)quantity, ulong.MaxValue ) )
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return null;
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return new Result( this, resultHandle, true );
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return item.SplitStack( quantity );
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}
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/// <summary>
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