From b85fe5ffd834339acc9e9b7dd243024b620b267d Mon Sep 17 00:00:00 2001 From: Garry Newman Date: Thu, 9 May 2019 16:18:34 +0100 Subject: [PATCH] nGameLobbyJoinRequested now passes a lobby object --- Facepunch.Steamworks/SteamFriends.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Facepunch.Steamworks/SteamFriends.cs b/Facepunch.Steamworks/SteamFriends.cs index e6bf019..9c64e13 100644 --- a/Facepunch.Steamworks/SteamFriends.cs +++ b/Facepunch.Steamworks/SteamFriends.cs @@ -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 /// - public static event Action OnGameLobbyJoinRequested; + public static event Action OnGameLobbyJoinRequested; /// /// Callback indicating updated data about friends rich presence information