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# Auth1
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## Constructor
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```
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Auth( )
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```
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## Summary
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```
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No documentation available
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```
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# BaseSteamworks1
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## Constructor
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```
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BaseSteamworks( )
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```
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## Summary
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```
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No documentation available
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```
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# Client1
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## Constructor
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```
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Client( uint appId )
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```
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## Summary
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```
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No documentation available
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```
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# Image1
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## Constructor
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```
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Image( )
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```
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## Summary
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```
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No documentation available
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```
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# Overlay1
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## Constructor
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```
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Overlay( )
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```
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## Summary
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```
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No documentation available
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```
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# Server1
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## Constructor
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```
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Server( uint appId, uint IpAddress, UInt16 GamePort, UInt16 QueryPort, bool Secure, string VersionString )
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```
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## Summary
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```
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Initialize a Steam Server instance
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```
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# Server2
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## Constructor
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```
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Server( uint appId, uint IpAddress, UInt16 GamePort, bool Secure, string VersionString )
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```
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## Summary
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```
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Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
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This means you'll need to detect and manually process and reply to server queries.
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```
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# SteamId
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## Property
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```
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ulong SteamId
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```
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## Summary
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```
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Current user's SteamId
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```
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# Username
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## Property
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```
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string Username
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```
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## Summary
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```
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Current user's Username
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```
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# ServerList1
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## Constructor
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```
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ServerList( )
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```
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## Summary
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```
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No documentation available
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```
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# SteamFriend1
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## Constructor
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```
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SteamFriend( )
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```
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## Summary
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```
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No documentation available
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```
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# Voice.1
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## Constructor
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```
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Voice( Client client )
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```
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## Summary
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```
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No documentation available
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```
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# Voice1
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## Constructor
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```
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Voice( Client client )
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```
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## Summary
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```
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No documentation available
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```
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9
Generated/Facepunch.Steamworks.Inventory.CraftItem.md
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9
Generated/Facepunch.Steamworks.Inventory.CraftItem.md
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# CraftItem
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## Method
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```
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Result CraftItem( Item[] list, Definition target )
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```
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## Summary
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Crafting! Uses the passed items to buy the target item.
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You need to have set up the appropriate exchange rules in your item
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definitions.
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```
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### Methods
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* **Result** [[CraftItem|Facepunch.Steamworks.Inventory.CraftItem]]( **Item[]** list, **Definition** target )
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* **Definition** [[CreateDefinition|Facepunch.Steamworks.Inventory.CreateDefinition]]( **int** id )
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* **Result** [[Deserialize|Facepunch.Steamworks.Inventory.Deserialize]]( **byte[]** data, **int** dataLength )
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* **void** [[Dispose|Facepunch.Steamworks.Inventory.Dispose]]( )
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0
Facepunch.Steamworks.Overlay.OpenProfile.md → Generated/Facepunch.Steamworks.Overlay.OpenProfile.md
0
Facepunch.Steamworks.Overlay.OpenProfile.md → Generated/Facepunch.Steamworks.Overlay.OpenProfile.md
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