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SteamUserStats - direct Get/Setters
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@ -159,5 +159,68 @@ public static bool RequestCurrentStats()
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return new Leaderboard { Id = result.Value.SteamLeaderboard };
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}
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/// <summary>
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/// Adds this amount to the named stat. Internally this calls Get() and adds
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/// to that value. Steam doesn't provide a mechanism for atomically increasing
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/// stats like this, this functionality is added here as a convenience.
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/// </summary>
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public static bool AddStat( string name, int amount = 1 )
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{
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var val = GetStatInt( name );
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val += amount;
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return SetStat( name, val );
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}
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/// <summary>
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/// Adds this amount to the named stat. Internally this calls Get() and adds
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/// to that value. Steam doesn't provide a mechanism for atomically increasing
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/// stats like this, this functionality is added here as a convenience.
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/// </summary>
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public static bool AddStat( string name, float amount = 1.0f )
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{
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var val = GetStatFloat( name );
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val += amount;
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return SetStat( name, val );
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}
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/// <summary>
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/// Set a stat value. This will automatically call StoreStats() after a successful call
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/// unless you pass false as the last argument.
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/// </summary>
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public static bool SetStat( string name, int value )
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{
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return Internal.SetStat1( name, value );
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}
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/// <summary>
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/// Set a stat value. This will automatically call StoreStats() after a successful call
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/// unless you pass false as the last argument.
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/// </summary>
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public static bool SetStat( string name, float value )
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{
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return Internal.SetStat2( name, value );
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}
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/// <summary>
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/// Get a Int stat value
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/// </summary>
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public static int GetStatInt( string name )
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{
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int data = 0;
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Internal.GetStat1( name, ref data );
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return data;
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}
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/// <summary>
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/// Get a float stat value
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/// </summary>
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public static float GetStatFloat( string name )
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{
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float data = 0;
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Internal.GetStat2( name, ref data );
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return data;
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}
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}
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}
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