diff --git a/Facepunch.Steamworks/Client/Leaderboard.cs b/Facepunch.Steamworks/Client/Leaderboard.cs
index 5b6c731..ff5b5e0 100644
--- a/Facepunch.Steamworks/Client/Leaderboard.cs
+++ b/Facepunch.Steamworks/Client/Leaderboard.cs
@@ -132,7 +132,8 @@ internal void OnBoardCreated( LeaderboardFindResult_t result, bool error )
/// Subscores are totally optional, and can be used for other game defined data such as laps etc.. although
/// they have no bearing on sorting at all
/// If onlyIfBeatsOldScore is true, the score will only be updated if it beats the existing score, else it will always
- /// be updated.
+ /// be updated. Beating the existing score is subjective - and depends on how your leaderboard was set up as to whether
+ /// that means higher or lower.
///
public bool AddScore( bool onlyIfBeatsOldScore, int score, params int[] subscores )
{
diff --git a/Facepunch.Steamworks/Client/Lobby.cs b/Facepunch.Steamworks/Client/Lobby.cs
index 2dfa2ca..f0a4dcb 100644
--- a/Facepunch.Steamworks/Client/Lobby.cs
+++ b/Facepunch.Steamworks/Client/Lobby.cs
@@ -490,7 +490,11 @@ public int NumMembers
///
public void Leave()
{
- if (CurrentLobby != 0) { client.native.matchmaking.LeaveLobby(CurrentLobby); }
+ if (CurrentLobby != 0)
+ {
+ client.native.matchmaking.LeaveLobby(CurrentLobby);
+ }
+
CurrentLobby = 0;
CurrentLobbyData = null;
}
@@ -508,7 +512,6 @@ public void Dispose()
/// Array of member SteamIDs
public ulong[] GetMemberIDs()
{
-
ulong[] memIDs = new ulong[NumMembers];
for (int i = 0; i < NumMembers; i++)
{
@@ -524,14 +527,15 @@ public ulong[] GetMemberIDs()
///
public bool UserIsInCurrentLobby(ulong steamID)
{
- if(CurrentLobby == 0) { return false; }
+ if ( CurrentLobby == 0 )
+ return false;
+
ulong[] mems = GetMemberIDs();
+
for (int i = 0; i < mems.Length; i++)
{
- if(mems[i] == steamID)
- {
+ if ( mems[i] == steamID )
return true;
- }
}
return false;