public static bool ClearUserAchievement(CSteamID steamIDUser, string pchName) { InteropHelp.TestIfAvailableGameServer(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return(NativeMethods.ISteamGameServerStats_ClearUserAchievement(CSteamGameServerAPIContext.GetSteamGameServerStats(), steamIDUser, pchName2)); } }
public static bool SetUserStat(CSteamID steamIDUser, string pchName, float fData) { InteropHelp.TestIfAvailableGameServer(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return(NativeMethods.ISteamGameServerStats_SetUserStatFloat(CSteamGameServerAPIContext.GetSteamGameServerStats(), steamIDUser, pchName2, fData)); } }
public static bool UpdateUserAvgRateStat(CSteamID steamIDUser, string pchName, float flCountThisSession, double dSessionLength) { InteropHelp.TestIfAvailableGameServer(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return(NativeMethods.ISteamGameServerStats_UpdateUserAvgRateStat(CSteamGameServerAPIContext.GetSteamGameServerStats(), steamIDUser, pchName2, flCountThisSession, dSessionLength)); } }
/// <summary> /// <para> downloads stats for the user</para> /// <para> returns a GSStatsReceived_t callback when completed</para> /// <para> if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail</para> /// <para> these stats will only be auto-updated for clients playing on the server. For other</para> /// <para> users you'll need to call RequestUserStats() again to refresh any data</para> /// </summary> public static SteamAPICall_t RequestUserStats(CSteamID steamIDUser) { InteropHelp.TestIfAvailableGameServer(); return((SteamAPICall_t)NativeMethods.ISteamGameServerStats_RequestUserStats(CSteamGameServerAPIContext.GetSteamGameServerStats(), steamIDUser)); }