Beispiel #1
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 /// <summary>
 /// <para> TransferItemQuantity() is intended for use with items which are "stackable" (can have</para>
 /// <para> quantity greater than one). It can be used to split a stack into two, or to transfer</para>
 /// <para> quantity from one stack into another stack of identical items. To split one stack into</para>
 /// <para> two, pass SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.</para>
 /// </summary>
 public static bool TransferItemQuantity(out SteamInventoryResult pResultHandle, SteamItemInstanceId itemIdSource, uint unQuantity, SteamItemInstanceId itemIdDest)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerInventory_TransferItemQuantity(out pResultHandle, itemIdSource, unQuantity, itemIdDest));
 }
Beispiel #2
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 /// <summary>
 /// <para> ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.</para>
 /// <para> Not for the faint of heart - if your game implements item removal at all, a high-friction</para>
 /// <para> UI confirmation process is highly recommended. Similar to GenerateItems, punArrayQuantity</para>
 /// <para> can be NULL or else an array of the same length as pArrayItems which describe the quantity</para>
 /// <para> of each item to destroy. ConsumeItem can be restricted to certain item definitions or</para>
 /// <para> fully blocked via the Steamworks website to minimize support/abuse issues such as the</para>
 /// <para> clasic "my brother borrowed my laptop and deleted all of my rare items".</para>
 /// </summary>
 public static bool ConsumeItem(out SteamInventoryResult pResultHandle, SteamItemInstanceId itemConsume, uint unQuantity)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerInventory_ConsumeItem(out pResultHandle, itemConsume, unQuantity));
 }