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Added Async to some async calls
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@ -51,7 +51,7 @@ public struct InventoryItem : IEquatable<InventoryItem>
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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 async Task<InventoryResult?> Consume( int amount = 1 )
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public async Task<InventoryResult?> ConsumeAsync( int amount = 1 )
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{
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var sresult = default( SteamInventoryResult_t );
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if ( !SteamInventory.Internal.ConsumeItem( ref sresult, Id, (uint)amount ) )
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@ -63,7 +63,7 @@ public struct InventoryItem : IEquatable<InventoryItem>
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/// <summary>
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/// Split stack into two items
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/// </summary>
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public async Task<InventoryResult?> SplitStack( int quantity = 1 )
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public async Task<InventoryResult?> SplitStackAsync( int quantity = 1 )
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{
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var sresult = default( SteamInventoryResult_t );
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if ( !SteamInventory.Internal.TransferItemQuantity( ref sresult, Id, (uint)quantity, ulong.MaxValue ) )
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@ -75,7 +75,7 @@ public struct InventoryItem : IEquatable<InventoryItem>
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/// <summary>
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/// Add x units of the target item to this item
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/// </summary>
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public async Task<InventoryResult?> Add( InventoryItem add, int quantity = 1 )
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public async Task<InventoryResult?> AddAsync( InventoryItem add, int quantity = 1 )
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{
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var sresult = default( SteamInventoryResult_t );
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if ( !SteamInventory.Internal.TransferItemQuantity( ref sresult, add.Id, (uint)quantity, Id ) )
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