int32_t RedactedUserStats::GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved) { PrintCurrentFunction(); STEAMPROXY_CALL(ISteamUserStats, GetNextMostAchievedAchievementInfo, iIteratorPrevious, pchName, unNameBufLen, pflPercent, pbAchieved); }
void RedactedFriends::ActivateGameOverlayToStore(AppId_t nAppID, EOverlayToStoreFlag eFlag) { PrintCurrentFunction(); }
void RedactedFriends::ActivateGameOverlayInviteDialog(CSteamID steamIDLobby) { PrintCurrentFunction(); }
void RedactedFriends::SetInGameVoiceSpeaking(CSteamID steamIDUser, bool bSpeaking) { PrintCurrentFunction(); }
void RedactedFriends::ActivateGameOverlayToUser(const char *pchDialog, CSteamID steamID) { PrintCurrentFunction(); }
int32_t RedactedFriends::GetFriendCountFromSource(CSteamID steamIDSource) { PrintCurrentFunction(); return 0; }
bool RedactedFriends::IsUserInSource(CSteamID steamIDUser, CSteamID steamIDSource) { PrintCurrentFunction(); return false; }
const char* RedactedUserStats::GetAchievementName(uint32_t iAchievement) { PrintCurrentFunction(); STEAMPROXY_CALL(ISteamUserStats, GetAchievementName, iAchievement); }
bool RedactedUserStats::SetStat(const char *pchName, float fData) { PrintCurrentFunction(); return false; }
int32_t RedactedUserStats::GetGlobalStatHistory(const char *pchStatName, double *pData, uint32_t cubData) { PrintCurrentFunction(); return 0; }
uint32_t RedactedUserStats::GetNumAchievements(CGameID nGameID) { PrintCurrentFunction(); STEAMPROXY_CALL(ISteamUserStats, GetNumAchievements, nGameID); }
bool RedactedUserStats::GetGlobalStat(const char *pchStatName, double *pData) { PrintCurrentFunction(); return false; }
// Requests global stats data, which is available for stats marked as "aggregated". SteamAPICall_t RedactedUserStats::RequestGlobalStats(int32_t nHistoryDays) { PrintCurrentFunction(); return 0; }
// 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); }
// 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); }
bool RedactedUserStats::UpdateAvgRateStat(const char *pchName, float flCountThisSession, double dSessionLength) { PrintCurrentFunction(); return false; }
SteamAPICall_t RedactedFriends::DownloadClanActivityCounts(CSteamID groupIDs[], int32_t nIds) { PrintCurrentFunction(); return 0; }
// Achievement flag accessors. bool RedactedUserStats::GetAchievement(const char *pchName, bool *pbAchieved) { PrintCurrentFunction(); STEAMPROXY_CALL(ISteamUserStats, GetAchievement, pchName, pbAchieved); }
CSteamID RedactedFriends::GetFriendFromSourceByIndex(CSteamID steamIDSource, int32_t iFriend) { PrintCurrentFunction(); return CSteamID(); }
bool RedactedUserStats::ClearAchievement(const char *pchName) { PrintCurrentFunction(); STEAMPROXY_CALL(ISteamUserStats, ClearAchievement, pchName); }
const char *RedactedFriends::GetPersonaName() { PrintCurrentFunction(); return Global::Steam_Username; }
// 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); }
void RedactedFriends::ActivateGameOverlay(const char *pchDialog) { PrintCurrentFunction(); }
// Store the current data on the server. bool RedactedUserStats::StoreStats() { PrintCurrentFunction(); return true; }
void RedactedFriends::ActivateGameOverlayToWebPage(const char *pchURL) { PrintCurrentFunction(); }
// 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); }
void RedactedFriends::SetPlayedWith(CSteamID steamIDUserPlayedWith) { PrintCurrentFunction(); }
// 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); }
int32_t RedactedFriends::GetSmallFriendAvatar(CSteamID steamIDFriend) { PrintCurrentFunction(); return 0; }
// 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); }