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Fixed some SteamInventory methods not being public
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@ -180,7 +180,7 @@ internal static InventoryDef[] GetDefinitions()
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/// or if you don't care about hacked clients granting arbitrary items.
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/// This call can be disabled by a setting on Steamworks.
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/// </summary>
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static async Task<InventoryResult?> GenerateItem( InventoryDef target, int amount )
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public static async Task<InventoryResult?> GenerateItem( InventoryDef target, int amount )
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{
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var sresult = default( SteamInventoryResult_t );
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@ -198,7 +198,7 @@ internal static InventoryDef[] GetDefinitions()
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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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static async Task<InventoryResult?> CraftItem( InventoryItem[] list, InventoryDef target )
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public static async Task<InventoryResult?> CraftItem( InventoryItem[] list, InventoryDef target )
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{
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var sresult = default( SteamInventoryResult_t );
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@ -228,7 +228,7 @@ internal static InventoryDef[] GetDefinitions()
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/// You should call CheckResultSteamID on the result handle when it completes to verify
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/// that a remote player is not pretending to have a different user's inventory.
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/// </summary>
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static async Task<InventoryResult?> DeserializeAsync( byte[] data, int dataLength = -1 )
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public static async Task<InventoryResult?> DeserializeAsync( byte[] data, int dataLength = -1 )
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{
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if ( data == null )
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throw new ArgumentException( "data should nto be null" );
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@ -32,7 +32,7 @@ internal Editor( WorkshopFileType filetype ) : this()
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/// Workshop item that is meant to be voted on for the purpose of selling in-game
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/// </summary>
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public static Editor NewMicrotransactionFile => new Editor( WorkshopFileType.Microtransaction );
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public Editor ForAppId( AppId id ) { this.consumerAppId = id; return this; }
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