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