Esempio n. 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 k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.</para>
 /// </summary>
 public static bool TransferItemQuantity(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInventory_TransferItemQuantity(CSteamAPIContext.GetSteamInventory(), out pResultHandle, itemIdSource, unQuantity, itemIdDest));
 }
Esempio n. 2
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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 k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.</para>
 /// </summary>
 public static bool TransferItemQuantity(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerInventory_TransferItemQuantity(out pResultHandle, itemIdSource, unQuantity, itemIdDest));
 }
Esempio n. 3
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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.</para>
 /// </summary>
 public static bool ConsumeItem(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInventory_ConsumeItem(CSteamAPIContext.GetSteamInventory(), out pResultHandle, itemConsume, unQuantity));
 }
Esempio n. 4
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 /// <summary>
 /// <para> ConsumeItem() removes items from the inventory, permenantly. 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_t pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerInventory_ConsumeItem(out pResultHandle, itemConsume, unQuantity));
 }
Esempio n. 5
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 public static bool SetProperty2(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName, float flValue)
 {
     return(false);
 }
Esempio n. 6
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 /// Remove the property on the item
 public static bool RemoveProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName)
 {
     return(false);
 }
Esempio n. 7
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 /// TransferItemQuantity() is intended for use with items which are "stackable" (can have
 /// quantity greater than one). It can be used to split a stack into two, or to transfer
 /// quantity from one stack into another stack of identical items. To split one stack into
 /// two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
 public static bool TransferItemQuantity(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest)
 {
     pResultHandle = (SteamInventoryResult_t)0;
     return(false);
 }
Esempio n. 8
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 /// ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.
 /// Not for the faint of heart - if your game implements item removal at all, a high-friction
 /// UI confirmation process is highly recommended.
 public static bool ConsumeItem(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity)
 {
     pResultHandle = (SteamInventoryResult_t)0;
     return(false);
 }