mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
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Document format
parent
5a2f068e93
commit
9eae1b9c69
@ -4,8 +4,6 @@
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int BuildId
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```
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## Summary
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```
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Returns the current BuildId of the game.
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This is pretty useless, as it isn't guarenteed to return
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the build id you're playing, or the latest build id.
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```
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void MarkContentCorrupt( bool missingFilesOnly )
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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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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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|
@ -4,7 +4,5 @@
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Ticket GetAuthSessionTicket( )
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```
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## Summary
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```
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Creates an auth ticket.
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Which you can send to a server to authenticate that you are who you say you are.
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```
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uint AppId
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```
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## Summary
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```
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Current running program's AppId
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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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void Dispose( )
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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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Inventory Inventory
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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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bool IsValid
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```
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## Summary
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```
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Returns true if this instance has initialized properly.
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If this returns false you should Dispose and throw an error.
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```
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Networking Networking
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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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@ -4,6 +4,4 @@
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void Update( )
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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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@ -4,6 +4,4 @@
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void UpdateWhile( Func\<bool\> func )
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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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@ -4,6 +4,4 @@
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Workshop Workshop
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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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App App
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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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uint AppId
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```
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## Summary
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```
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Current running program's AppId
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```
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Auth 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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string BetaName
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```
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## Summary
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```
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Current Beta name, if we're using a beta branch.
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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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void Dispose( )
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```
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## Summary
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```
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Call when finished to shut down the Steam client.
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```
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Friends Friends
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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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Inventory Inventory
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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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|
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bool IsValid
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```
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## Summary
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```
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Returns true if this instance has initialized properly.
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If this returns false you should Dispose and throw an error.
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```
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Networking Networking
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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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Overlay 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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Screenshots Screenshots
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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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ServerList 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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Stats Stats
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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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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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void Update( )
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```
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## Summary
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```
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Should be called at least once every frame
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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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Voice Voice
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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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Workshop Workshop
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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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void ForcePlatform( OperatingSystem os, Architecture arch )
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```
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## Summary
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```
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You can force the platform to a particular one here.
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This is useful if you're on OSX because some versions of mono don't have a way
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to tell which platform we're running
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```
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bool UseThisCall
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```
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## Summary
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```
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Some platforms allow/need CallingConvention.ThisCall. If you're crashing with argument null
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errors on certain platforms, try flipping this to true.
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I owe this logic to Riley Labrecque's hard work on Steamworks.net - I don't have the knowledge
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or patience to find this shit on my own, so massive thanks to him. And also massive thanks to him
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for releasing his shit open source under the MIT license so we can all learn and iterate.
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```
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IEnumerable\<SteamFriend\> All
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```
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## Summary
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```
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Returns all friends, even blocked, ignored, friend requests etc
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```
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IEnumerable\<SteamFriend\> AllBlocked
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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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IEnumerable\<SteamFriend\> AllFriends
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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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SteamFriend Get( ulong steamid )
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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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Image GetAvatar( AvatarSize size, ulong steamid )
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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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string GetName( ulong steamid )
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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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void Refresh( )
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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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byte[] Data
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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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Color GetPixel( int x, int y )
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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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int Height
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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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int Id
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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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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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bool IsError
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```
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## Summary
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```
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Return true if this image couldn't be loaded for some reason
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```
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bool IsLoaded
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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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int Width
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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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Definition CreateDefinition( int id )
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```
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## Summary
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```
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Some definitions aren't sent to the client, and all aren't available on the server.
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Manually getting a Definition here lets you call functions on those definitions.
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```
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Definition[] Definitions
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```
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## Summary
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```
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A list of items defined for this app.
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This should be immediately populated and available.
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```
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Result Deserialize( byte[] data, int dataLength )
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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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void Dispose( )
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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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Definition FindDefinition( int DefinitionId )
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```
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## Summary
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```
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You really need me to explain what this does?
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Use your brains.
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```
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Item[] Items
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```
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## Summary
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```
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A list of items owned by this user. You should call Refresh() before trying to access this,
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and then wait until it's non null or listen to OnUpdate to find out immediately when it's populated.
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```
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Action OnUpdate
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```
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## Summary
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```
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Called when the local client's items are first retrieved, and when they change.
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Obviously not called on the server.
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```
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void PlaytimeHeartbeat( )
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```
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## Summary
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```
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Call this at least every two minutes, every frame doesn't hurt.
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You should call it when you consider it active play time.
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IE - your player is alive, and playing.
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Don't stress on it too much tho cuz it's super hijackable anyway.
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```
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float PriceCategoryToFloat( string price )
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```
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## Summary
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```
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Utility, given a "1;VLV250" string, convert it to a 2.5
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```
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void Refresh( )
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```
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## Summary
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```
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Call this to retrieve the items.
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Note that if this has already been called it won't
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trigger a call to OnUpdate unless the items have changed
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```
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DateTime SerializedExpireTime
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```
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## Summary
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```
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Serialized data exprires after an hour. This is the time the value in SerializedItems will expire.
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```
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byte[] SerializedItems
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```
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## Summary
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```
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You can send this data to a server, or another player who can then deserialize it
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and get a verified list of items.
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```
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|
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void Dispose( )
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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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|
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Action\<ulong, SessionError\> OnConnectionFailed
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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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Func\<ulong, bool\> OnIncomingConnection
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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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Action\<ulong, MemoryStream, int\> OnP2PData
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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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|
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bool SendP2PPacket( ulong steamid, byte[] data, int length, SendType eP2PSendType, int nChannel )
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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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|
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void SetListenChannel( int ChannelId, bool Listen )
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```
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## Summary
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||||
```
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Enable or disable listening on a specific channel.
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||||
If you donp't enable the channel we won't listen to it,
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so you won't be able to receive messages on it.
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```
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|
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void AcceptFriendRequest( ulong steamid )
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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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||||
|
@ -4,6 +4,4 @@
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void AddFriend( ulong steamid )
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```
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## Summary
|
||||
```
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||||
No documentation available
|
||||
```
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||||
|
@ -4,6 +4,4 @@
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void IgnoreFriendRequest( ulong steamid )
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```
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## Summary
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||||
```
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||||
No documentation available
|
||||
```
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||||
|
@ -4,6 +4,4 @@
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void OpenAchievements( ulong steamid )
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```
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||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
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||||
|
@ -4,6 +4,4 @@
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void OpenChat( ulong steamid )
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||||
```
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||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
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||||
|
@ -4,6 +4,4 @@
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void OpenProfile( ulong steamid )
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||||
```
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||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
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||||
|
@ -4,6 +4,4 @@
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||||
void OpenStats( ulong steamid )
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||||
```
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||||
## Summary
|
||||
```
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||||
No documentation available
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||||
```
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||||
|
@ -4,6 +4,4 @@
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void OpenTrade( ulong steamid )
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```
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||||
## Summary
|
||||
```
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||||
No documentation available
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||||
```
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||||
|
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void OpenUrl( string url )
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```
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||||
## Summary
|
||||
```
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||||
No documentation available
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||||
```
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||||
|
@ -4,6 +4,4 @@
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void OpenUserPage( string name, ulong steamid )
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```
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||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
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||||
|
@ -4,6 +4,4 @@
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||||
Overlay( )
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
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void RemoveFriend( ulong steamid )
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
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||||
|
@ -4,6 +4,4 @@
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void Trigger( )
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
uint AppId
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Current running program's AppId
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
ServerAuth Auth
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
|
||||
|
@ -4,7 +4,5 @@
|
||||
int BotCount
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Gets or sets the current BotCount.
|
||||
This doesn't enforce any kind of limit, it just updates the master server.
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
void Dispose( )
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Shutdown interface, disconnect from Steam
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
string GameDescription
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Gets or sets the current Product
|
||||
```
|
||||
|
@ -4,7 +4,5 @@
|
||||
string GameTags
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Gets or sets the current GameTags. This is a comma seperated list of tags for this server.
|
||||
When querying the server list you can filter by these tags.
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
Inventory Inventory
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
|
||||
|
@ -4,7 +4,5 @@
|
||||
bool IsValid
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Returns true if this instance has initialized properly.
|
||||
If this returns false you should Dispose and throw an error.
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
void LogOnAnonymous( )
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Log onto Steam anonymously.
|
||||
```
|
||||
|
@ -4,7 +4,5 @@
|
||||
bool LoggedOn
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Returns true if the server is connected and registered with the Steam master server
|
||||
You should have called LogOnAnonymous etc on startup.
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
string MapName
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Gets or sets the current Map Name.
|
||||
```
|
||||
|
@ -4,7 +4,5 @@
|
||||
int MaxPlayers
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Gets or sets the current MaxPlayers.
|
||||
This doesn't enforce any kind of limit, it just updates the master server.
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
string ModDir
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Gets or sets the current ModDir
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
Networking Networking
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
bool Passworded
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Set whether the server should report itself as passworded
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
string Product
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Gets or sets the current product. This isn't really used.
|
||||
```
|
||||
|
@ -4,8 +4,6 @@
|
||||
IPAddress PublicIp
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
To the best of its ability this tries to get the server's
|
||||
current public ip address. Be aware that this is likely to return
|
||||
null for the first few seconds after initialization.
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
ServerQuery Query
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
No documentation available
|
||||
```
|
||||
|
@ -4,6 +4,4 @@
|
||||
Server( uint appId, uint IpAddress, UInt16 GamePort, UInt16 QueryPort, bool Secure, string VersionString )
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Initialize a Steam Server instance
|
||||
```
|
||||
|
@ -4,7 +4,5 @@
|
||||
Server( uint appId, uint IpAddress, UInt16 GamePort, bool Secure, string VersionString )
|
||||
```
|
||||
## Summary
|
||||
```
|
||||
Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
|
||||
This means you'll need to detect and manually process and reply to server queries.
|
||||
```
|
||||
|
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Reference in New Issue
Block a user