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https://github.com/Facepunch/Facepunch.Steamworks.git
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Merge branch 'master' of https://github.com/Facepunch/Facepunch.Steamworks
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commit
c58fc3f217
@ -480,6 +480,14 @@ internal void OnUserInvitedToLobbyAPI( LobbyInvite_t callback )
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}
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}
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/// <summary>
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/// Activates the steam overlay to invite friends to the CurrentLobby the user is in.
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/// </summary>
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public void OpenFriendInviteOverlay()
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{
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client.native.friends.ActivateGameOverlayInviteDialog(CurrentLobby);
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}
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/// <summary>
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/// <summary>
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/// Called when a user invites the current user to a lobby. The first parameter is the lobby the user was invited to, the second is the CSteamID of the person who invited this user
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/// Called when a user invites the current user to a lobby. The first parameter is the lobby the user was invited to, the second is the CSteamID of the person who invited this user
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/// </summary>
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/// </summary>
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@ -48,19 +48,20 @@ internal static Item From( SteamNative.SteamUGCDetails_t details, Workshop works
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return item;
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return item;
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}
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}
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public void Download( bool highPriority = true )
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public bool Download( bool highPriority = true )
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{
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{
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if ( Installed ) return;
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if ( Installed ) return true;
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if ( Downloading ) return;
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if ( Downloading ) return true;
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if ( !workshop.ugc.DownloadItem( Id, highPriority ) )
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if ( !workshop.ugc.DownloadItem( Id, highPriority ) )
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{
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{
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Console.WriteLine( "Download Failed" );
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Console.WriteLine( "Download Failed" );
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return;
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return false;
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}
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}
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workshop.OnFileDownloaded += OnFileDownloaded;
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workshop.OnFileDownloaded += OnFileDownloaded;
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workshop.OnItemInstalled += OnItemInstalled;
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workshop.OnItemInstalled += OnItemInstalled;
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return true;
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}
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}
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public void Subscribe()
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public void Subscribe()
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@ -112,8 +112,18 @@ public float GetFloat( ulong steamid, string name, float defaultValue = 0 )
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return data;
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return data;
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}
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}
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/// <summary>
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/// Unlocks the specified achievement for the specified user. Must have called Refresh on a steamid first.
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/// Remember to use Commit after use.
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/// </summary>
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public bool SetAchievement( ulong steamid, string name )
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{
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return server.native.gameServerStats.SetUserAchievement( steamid, name );
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}
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/// <summary>
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/// <summary>
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/// Resets the unlock status of an achievement for the specified user. Must have called Refresh on a steamid first.
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/// Resets the unlock status of an achievement for the specified user. Must have called Refresh on a steamid first.
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/// Remember to use Commit after use.
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/// </summary>
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/// </summary>
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public bool ClearAchievement( ulong steamid, string name )
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public bool ClearAchievement( ulong steamid, string name )
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{
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{
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