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https://github.com/mordentral/AdvancedSessionsPlugin.git
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Removing a test I had been doing like a year ago from GetFriendGamePlayed function
Former-commit-id: 7e0d599ed253f90b789850578accda5d89c1f0d6
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@@ -297,11 +297,10 @@ public:
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static FBPUniqueNetId CreateSteamIDFromString(const FString SteamID64);
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/* Gets the current game played by a friend - AppID is int32 even though steam ids are uint32, can't be helped in blueprint currently
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* The game name is retrieved from steamSDK AppList which isn't available to all game IDs without request, can use the AppID with the
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* WebAPI GetAppList request as an alternative.
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* can use the AppID with the WebAPI GetAppList request.
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*/
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
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static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result, FString & GameName, int32 & AppID);
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static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID);
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// Get a full list of steam groups
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UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|SteamGroups")
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@@ -87,7 +87,7 @@ void UAdvancedSteamFriendsLibrary::GetSteamGroups(TArray<FBPSteamGroupInfo> & St
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}
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void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result, FString & GameName, int32 & AppID)
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void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID)
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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@@ -109,13 +109,15 @@ void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId
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{
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AppID = GameInfo.m_gameID.AppID();
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char NameBuffer[512];
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// Forgot this test and left it in, it is incorrect, you would need restricted access
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// And it would only find games in the local library anyway
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/*char NameBuffer[512];
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int Len = SteamAppList()->GetAppName(GameInfo.m_gameID.AppID(), NameBuffer, 512);
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if (Len != -1) // Invalid
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{
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GameName = FString(UTF8_TO_TCHAR(NameBuffer));
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}
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}*/
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Result = EBlueprintResultSwitch::OnSuccess;
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return;
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