/// <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)); }
/// <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)); }
/// <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)); }
/// <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)); }
public static bool SetProperty2(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName, float flValue) { return(false); }
/// Remove the property on the item public static bool RemoveProperty(SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, string pchPropertyName) { return(false); }
/// 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); }
/// 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); }