Пример #1
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int32_t RedactedUserStats::GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, GetNextMostAchievedAchievementInfo, iIteratorPrevious, pchName, unNameBufLen, pflPercent, pbAchieved);
}
Пример #2
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void RedactedFriends::ActivateGameOverlayToStore(AppId_t nAppID, EOverlayToStoreFlag eFlag)
{
	PrintCurrentFunction();
}
Пример #3
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void RedactedFriends::ActivateGameOverlayInviteDialog(CSteamID steamIDLobby)
{
	PrintCurrentFunction();
}
Пример #4
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void RedactedFriends::SetInGameVoiceSpeaking(CSteamID steamIDUser, bool bSpeaking)
{
	PrintCurrentFunction();
}
Пример #5
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void RedactedFriends::ActivateGameOverlayToUser(const char *pchDialog, CSteamID steamID)
{
	PrintCurrentFunction();
}
Пример #6
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int32_t RedactedFriends::GetFriendCountFromSource(CSteamID steamIDSource)
{
	PrintCurrentFunction();
	return 0;
}
Пример #7
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bool RedactedFriends::IsUserInSource(CSteamID steamIDUser, CSteamID steamIDSource)
{
	PrintCurrentFunction();
	return false;
}
Пример #8
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const char* RedactedUserStats::GetAchievementName(uint32_t iAchievement)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, GetAchievementName, iAchievement);
}
Пример #9
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bool RedactedUserStats::SetStat(const char *pchName, float fData)
{
	PrintCurrentFunction();
	return false;
}
Пример #10
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int32_t RedactedUserStats::GetGlobalStatHistory(const char *pchStatName, double *pData, uint32_t cubData)
{
	PrintCurrentFunction();
	return 0;
}
Пример #11
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uint32_t RedactedUserStats::GetNumAchievements(CGameID nGameID)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, GetNumAchievements, nGameID);
}
Пример #12
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bool RedactedUserStats::GetGlobalStat(const char *pchStatName, double *pData)
{
	PrintCurrentFunction();
	return false;
}
Пример #13
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// Requests global stats data, which is available for stats marked as "aggregated".
SteamAPICall_t RedactedUserStats::RequestGlobalStats(int32_t nHistoryDays)
{
	PrintCurrentFunction();
	return 0;
}
Пример #14
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// Returns the percentage of users who have achieved the specified achievement.
bool RedactedUserStats::GetAchievementAchievedPercent(const char *pchName, float *pflPercent)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, GetAchievementAchievedPercent, pchName, pflPercent);
}
Пример #15
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// Achievement progress - triggers an AchievementProgress callback, that is all.
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
bool RedactedUserStats::IndicateAchievementProgress(const char *pchName, uint32_t nCurProgress, uint32_t nMaxProgress)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, IndicateAchievementProgress, pchName, nCurProgress, nMaxProgress);
}
Пример #16
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bool RedactedUserStats::UpdateAvgRateStat(const char *pchName, float flCountThisSession, double dSessionLength)
{
	PrintCurrentFunction();
	return false;
}
Пример #17
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SteamAPICall_t RedactedFriends::DownloadClanActivityCounts(CSteamID groupIDs[], int32_t nIds)
{
	PrintCurrentFunction();
	return 0;
}
Пример #18
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// Achievement flag accessors.
bool RedactedUserStats::GetAchievement(const char *pchName, bool *pbAchieved)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, GetAchievement, pchName, pbAchieved);
}
Пример #19
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CSteamID RedactedFriends::GetFriendFromSourceByIndex(CSteamID steamIDSource, int32_t iFriend)
{
	PrintCurrentFunction();
	return CSteamID();
}
Пример #20
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bool RedactedUserStats::ClearAchievement(const char *pchName)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, ClearAchievement, pchName);
}
Пример #21
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const char *RedactedFriends::GetPersonaName()
{
	PrintCurrentFunction();
	return Global::Steam_Username;
}
Пример #22
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// Most likely a bool return here.
bool RedactedUserStats::GetAchievementAndUnlockTime(const char *pchName, bool *pbAchieved, uint32_t *prtTime)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, GetAchievementAndUnlockTime, pchName, pbAchieved, prtTime);
}
Пример #23
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void RedactedFriends::ActivateGameOverlay(const char *pchDialog)
{
	PrintCurrentFunction();
}
Пример #24
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// Store the current data on the server.
bool RedactedUserStats::StoreStats()
{
	PrintCurrentFunction();
	return true;
}
Пример #25
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void RedactedFriends::ActivateGameOverlayToWebPage(const char *pchURL)
{
	PrintCurrentFunction();
}
Пример #26
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// Gets the icon of the achievement, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set.
int32_t RedactedUserStats::GetAchievementIcon(const char *pchName)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, GetAchievementIcon, pchName);
}
Пример #27
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void RedactedFriends::SetPlayedWith(CSteamID steamIDUserPlayedWith)
{
	PrintCurrentFunction();
}
Пример #28
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// Get general attributes (display name / text, etc) for an Achievement.
const char *RedactedUserStats::GetAchievementDisplayAttribute(const char *pchName, const char *pchKey)
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, GetAchievementDisplayAttribute, pchName, pchKey);
}
Пример #29
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int32_t RedactedFriends::GetSmallFriendAvatar(CSteamID steamIDFriend)
{
	PrintCurrentFunction();
	return 0;
}
Пример #30
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// Requests that Steam fetch data on the percentage of players who have received each achievement globally.
SteamAPICall_t RedactedUserStats::RequestGlobalAchievementPercentages()
{
	PrintCurrentFunction();
	STEAMPROXY_CALL(ISteamUserStats, RequestGlobalAchievementPercentages);
}