nGameLobbyJoinRequested now passes a lobby object

This commit is contained in:
Garry Newman 2019-05-09 16:18:34 +01:00
parent 000358aae8
commit b85fe5ffd8

View File

@ -42,7 +42,7 @@ namespace Steamworks
GameConnectedFriendChatMsg_t.Install( OnFriendChatMessage );
GameOverlayActivated_t.Install( x => OnGameOverlayActivated?.Invoke() );
GameServerChangeRequested_t.Install( x => OnGameServerChangeRequested?.Invoke( x.Server, x.Password ) );
GameLobbyJoinRequested_t.Install( x => OnGameLobbyJoinRequested?.Invoke( x.SteamIDLobby, x.SteamIDFriend ) );
GameLobbyJoinRequested_t.Install( x => OnGameLobbyJoinRequested?.Invoke( new Lobby( x.SteamIDLobby ), x.SteamIDFriend ) );
FriendRichPresenceUpdate_t.Install( x => OnFriendRichPresenceUpdate?.Invoke( new Friend( x.SteamIDFriend ) ) );
}
@ -80,7 +80,7 @@ namespace Steamworks
/// Called when the user tries to join a lobby from their friends list
/// game client should attempt to connect to specified lobby when this is received
/// </summary>
public static event Action<SteamId, SteamId> OnGameLobbyJoinRequested;
public static event Action<Lobby, SteamId> OnGameLobbyJoinRequested;
/// <summary>
/// Callback indicating updated data about friends rich presence information