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Add Inventory.OnInventoryResultReady so you can check that as well as the generic OnUpdate
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96511dcc64
commit
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@ -41,6 +41,8 @@ public partial class Inventory : IDisposable
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public event Action OnDefinitionsUpdated;
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public event Action OnDefinitionsUpdated;
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public event Action<Result> OnInventoryResultReady;
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internal Inventory( BaseSteamworks steamworks, SteamNative.SteamInventory c, bool server )
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internal Inventory( BaseSteamworks steamworks, SteamNative.SteamInventory c, bool server )
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{
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{
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IsServer = server;
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IsServer = server;
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@ -113,10 +115,9 @@ private void onFullUpdate( SteamInventoryFullUpdate_t data )
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/// </summary>
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/// </summary>
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private void onResultReady( SteamInventoryResultReady_t data )
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private void onResultReady( SteamInventoryResultReady_t data )
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{
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{
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if ( Result.Pending.ContainsKey( data.Handle ) )
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Result result;
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if ( Result.Pending.TryGetValue( data.Handle, out result ) )
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{
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{
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var result = Result.Pending[data.Handle];
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result.OnSteamResult( data );
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result.OnSteamResult( data );
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if ( data.Result == SteamNative.Result.OK )
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if ( data.Result == SteamNative.Result.OK )
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@ -127,6 +128,13 @@ private void onResultReady( SteamInventoryResultReady_t data )
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Result.Pending.Remove( data.Handle );
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Result.Pending.Remove( data.Handle );
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result.Dispose();
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result.Dispose();
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}
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}
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else
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{
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result = new Result(this, data.Handle, false);
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result.Fill();
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}
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OnInventoryResultReady?.Invoke(result);
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}
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}
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private void onResult( Result r, bool isFullUpdate )
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private void onResult( Result r, bool isFullUpdate )
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