mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-23 08:24:18 +00:00
fsdf
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@@ -61,15 +61,15 @@ public:
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList")
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList")
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static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
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static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
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// Get a texture of a valid friends avatar, STEAM ONLY
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// Get a texture of a valid friends avatar, STEAM ONLY, Returns invalid texture if the subsystem hasn't loaded that size of avatar yet
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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static UTexture2D * GetSteamFriendAvatar(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
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static UTexture2D * GetSteamFriendAvatar(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
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// Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY
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// Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY, Takes time to actually load everything after this is called.
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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static bool RequestSteamFriendInfo(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId);
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static bool RequestSteamFriendInfo(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId);
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// Gets the level of a friends steam account, STEAM ONLY
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// Gets the level of a friends steam account, STEAM ONLY, Returns -1 if the steam level is not known, might need RequestSteamFriendInfo called first.
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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static int32 GetFriendSteamLevel(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId);
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static int32 GetFriendSteamLevel(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId);
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@@ -111,6 +111,10 @@ public:
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
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static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
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// Get the unique net id of a network player who is assigned the the given player state
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
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// Check if a UniqueNetId is a friend
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// Check if a UniqueNetId is a friend
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId")
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId")
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static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String);
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static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String);
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@@ -336,6 +336,22 @@ void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerControlle
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}
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}
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}
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}
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void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId)
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{
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if (!PlayerState)
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{
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UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromPlayerState received a bad PlayerState!"));
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return;
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}
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UniqueNetId.SetUniqueNetId(PlayerState->UniqueId.GetUniqueNetId());
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if (!UniqueNetId.IsValid())
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{
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UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromPlayerState couldn't get the player uniquenetid!"));
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}
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return;
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}
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void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName)
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void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName)
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{
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{
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if (!PlayerController)
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if (!PlayerController)
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