/// <summary> /// <para> AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of</para> /// <para> scanning for all eligible promotional items, the check is restricted to a single item</para> /// <para> definition or set of item definitions. This can be useful if your game has custom UI for</para> /// <para> showing a specific promo item to the user.</para> /// </summary> public static bool AddPromoItem(out SteamInventoryResult_t pResultHandle, SteamItemDef_t itemDef) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamInventory_AddPromoItem(CSteamAPIContext.GetSteamInventory(), out pResultHandle, itemDef)); }
/// <summary> /// <para> Playtime credit must be consumed and turned into item drops by your game. Only item</para> /// <para> definitions which are marked as "playtime item generators" can be spawned. The call</para> /// <para> will return an empty result set if there is not enough playtime credit for a drop.</para> /// <para> Your game should call TriggerItemDrop at an appropriate time for the user to receive</para> /// <para> new items, such as between rounds or while the player is dead. Note that players who</para> /// <para> hack their clients could modify the value of "dropListDefinition", so do not use it</para> /// <para> to directly control rarity. It is primarily useful during testing and development,</para> /// <para> where you may wish to perform experiments with different types of drops.</para> /// </summary> public static bool TriggerItemDrop(out SteamInventoryResult_t pResultHandle, SteamItemDef_t dropListDefinition) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamInventory_TriggerItemDrop(out pResultHandle, dropListDefinition)); }
/// <summary> /// <para> Playtime credit must be consumed and turned into item drops by your game. Only item</para> /// <para> definitions which are marked as "playtime item generators" can be spawned. The call</para> /// <para> will return an empty result set if there is not enough playtime credit for a drop.</para> /// <para> Your game should call TriggerItemDrop at an appropriate time for the user to receive</para> /// <para> new items, such as between rounds or while the player is dead. Note that players who</para> /// <para> hack their clients could modify the value of "dropListDefinition", so do not use it</para> /// <para> to directly control rarity.</para> /// <para> See your Steamworks configuration to set playtime drop rates for individual itemdefs.</para> /// <para> The client library will suppress too-frequent calls to this method.</para> /// </summary> public static bool TriggerItemDrop(out SteamInventoryResult_t pResultHandle, SteamItemDef_t dropListDefinition) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_TriggerItemDrop(CSteamGameServerAPIContext.GetSteamInventory(), out pResultHandle, dropListDefinition)); }
/// <summary> /// <para> AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of</para> /// <para> scanning for all eligible promotional items, the check is restricted to a single item</para> /// <para> definition or set of item definitions. This can be useful if your game has custom UI for</para> /// <para> showing a specific promo item to the user.</para> /// </summary> public static bool AddPromoItem(out SteamInventoryResult_t pResultHandle, SteamItemDef_t itemDef) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerInventory_AddPromoItem(out pResultHandle, itemDef)); }
public static bool GetItemPrice(SteamItemDef_t iDefinition, out ulong pCurrentPrice, out ulong pBasePrice) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamInventory_GetItemPrice(CSteamAPIContext.GetSteamInventory(), iDefinition, out pCurrentPrice, out pBasePrice)); }
/// <summary> /// <para> Retrieves the price for the item definition id</para> /// <para> Returns false if there is no price stored for the item definition.</para> /// </summary> public static bool GetItemPrice(SteamItemDef_t iDefinition, out ulong pPrice) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamInventory_GetItemPrice(CSteamGameServerAPIContext.GetSteamInventory(), iDefinition, out pPrice)); }
/// Retrieves the price for the item definition id /// Returns false if there is no price stored for the item definition. public static bool GetItemPrice(SteamItemDef_t iDefinition, out ulong pCurrentPrice, out ulong pBasePrice) { pCurrentPrice = (ulong)0; pBasePrice = (ulong)0; return(false); }
/// GetItemDefinitionProperty returns a string property from a given item definition. /// Note that some properties (for example, "name") may be localized and will depend /// on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage). /// Property names are always composed of ASCII letters, numbers, and/or underscores. /// Pass a NULL pointer for pchPropertyName to get a comma - separated list of available /// property names. If pchValueBuffer is NULL, *punValueBufferSize will contain the /// suggested buffer size. Otherwise it will be the number of bytes actually copied /// to pchValueBuffer. If the results do not fit in the given buffer, partial /// results may be copied. public static bool GetItemDefinitionProperty(SteamItemDef_t iDefinition, string pchPropertyName, out string pchValueBuffer, ref uint punValueBufferSizeOut) { pchValueBuffer = ""; return(false); }
/// Playtime credit must be consumed and turned into item drops by your game. Only item /// definitions which are marked as "playtime item generators" can be spawned. The call /// will return an empty result set if there is not enough playtime credit for a drop. /// Your game should call TriggerItemDrop at an appropriate time for the user to receive /// new items, such as between rounds or while the player is dead. Note that players who /// hack their clients could modify the value of "dropListDefinition", so do not use it /// to directly control rarity. /// See your Steamworks configuration to set playtime drop rates for individual itemdefs. /// The client library will suppress too-frequent calls to this method. public static bool TriggerItemDrop(out SteamInventoryResult_t pResultHandle, SteamItemDef_t dropListDefinition) { pResultHandle = (SteamInventoryResult_t)0; return(false); }
/// AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of /// scanning for all eligible promotional items, the check is restricted to a single item /// definition or set of item definitions. This can be useful if your game has custom UI for /// showing a specific promo item to the user. public static bool AddPromoItem(out SteamInventoryResult_t pResultHandle, SteamItemDef_t itemDef) { pResultHandle = (SteamInventoryResult_t)0; return(false); }