示例#1
0
 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));
     }
 }
示例#2
0
 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));
     }
 }
示例#3
0
 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));
     }
 }
示例#4
0
 /// <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));
 }