// This file is provided under The MIT License as part of Steamworks.NET. // Copyright (c) 2013-2019 Riley Labrecque // Please see the included LICENSE.txt for additional information. // This file is automatically generated. // Changes to this file will be reverted when you update Steamworks.NET #if UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH #define DISABLESTEAMWORKS #endif #if !DISABLESTEAMWORKS using System.Runtime.InteropServices; using IntPtr = System.IntPtr; namespace Steamworks { public static class SteamUserStats { /// /// Ask the server to send down this user's data and achievements for this game /// public static bool RequestCurrentStats() { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_RequestCurrentStats(CSteamAPIContext.GetSteamUserStats()); } /// /// Data accessors /// public static bool GetStat(string pchName, out int pData) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetStat(CSteamAPIContext.GetSteamUserStats(), pchName2, out pData); } } public static bool GetStat(string pchName, out float pData) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetStat0(CSteamAPIContext.GetSteamUserStats(), pchName2, out pData); } } /// /// Set / update data /// public static bool SetStat(string pchName, int nData) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_SetStat(CSteamAPIContext.GetSteamUserStats(), pchName2, nData); } } public static bool SetStat(string pchName, float fData) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_SetStat0(CSteamAPIContext.GetSteamUserStats(), pchName2, fData); } } public static bool UpdateAvgRateStat(string pchName, float flCountThisSession, double dSessionLength) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_UpdateAvgRateStat(CSteamAPIContext.GetSteamUserStats(), pchName2, flCountThisSession, dSessionLength); } } /// /// Achievement flag accessors /// public static bool GetAchievement(string pchName, out bool pbAchieved) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetAchievement(CSteamAPIContext.GetSteamUserStats(), pchName2, out pbAchieved); } } public static bool SetAchievement(string pchName) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_SetAchievement(CSteamAPIContext.GetSteamUserStats(), pchName2); } } public static bool ClearAchievement(string pchName) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_ClearAchievement(CSteamAPIContext.GetSteamUserStats(), pchName2); } } /// /// Get the achievement status, and the time it was unlocked if unlocked. /// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam /// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. /// public static bool GetAchievementAndUnlockTime(string pchName, out bool pbAchieved, out uint punUnlockTime) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetAchievementAndUnlockTime(CSteamAPIContext.GetSteamUserStats(), pchName2, out pbAchieved, out punUnlockTime); } } /// /// Store the current data on the server, will get a callback when set /// And one callback for every new achievement /// If the callback has a result of k_EResultInvalidParam, one or more stats /// uploaded has been rejected, either because they broke constraints /// or were out of date. In this case the server sends back updated values. /// The stats should be re-iterated to keep in sync. /// public static bool StoreStats() { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_StoreStats(CSteamAPIContext.GetSteamUserStats()); } /// /// Achievement / GroupAchievement metadata /// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. /// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback /// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the /// specified achievement. /// public static int GetAchievementIcon(string pchName) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetAchievementIcon(CSteamAPIContext.GetSteamUserStats(), pchName2); } } /// /// Get general attributes for an achievement. Accepts the following keys: /// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) /// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) /// public static string GetAchievementDisplayAttribute(string pchName, string pchKey) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) using (var pchKey2 = new InteropHelp.UTF8StringHandle(pchKey)) { return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetAchievementDisplayAttribute(CSteamAPIContext.GetSteamUserStats(), pchName2, pchKey2)); } } /// /// Achievement progress - triggers an AchievementProgress callback, that is all. /// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. /// public static bool IndicateAchievementProgress(string pchName, uint nCurProgress, uint nMaxProgress) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_IndicateAchievementProgress(CSteamAPIContext.GetSteamUserStats(), pchName2, nCurProgress, nMaxProgress); } } /// /// Used for iterating achievements. In general games should not need these functions because they should have a /// list of existing achievements compiled into them /// public static uint GetNumAchievements() { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_GetNumAchievements(CSteamAPIContext.GetSteamUserStats()); } /// /// Get achievement name iAchievement in [0,GetNumAchievements) /// public static string GetAchievementName(uint iAchievement) { InteropHelp.TestIfAvailableClient(); return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetAchievementName(CSteamAPIContext.GetSteamUserStats(), iAchievement)); } /// /// Friends stats & achievements /// downloads stats for the user /// returns a UserStatsReceived_t received when completed /// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail /// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data /// public static SteamAPICall_t RequestUserStats(CSteamID steamIDUser) { InteropHelp.TestIfAvailableClient(); return (SteamAPICall_t)NativeMethods.ISteamUserStats_RequestUserStats(CSteamAPIContext.GetSteamUserStats(), steamIDUser); } /// /// requests stat information for a user, usable after a successful call to RequestUserStats() /// public static bool GetUserStat(CSteamID steamIDUser, string pchName, out int pData) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetUserStat(CSteamAPIContext.GetSteamUserStats(), steamIDUser, pchName2, out pData); } } public static bool GetUserStat(CSteamID steamIDUser, string pchName, out float pData) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetUserStat0(CSteamAPIContext.GetSteamUserStats(), steamIDUser, pchName2, out pData); } } public static bool GetUserAchievement(CSteamID steamIDUser, string pchName, out bool pbAchieved) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetUserAchievement(CSteamAPIContext.GetSteamUserStats(), steamIDUser, pchName2, out pbAchieved); } } /// /// See notes for GetAchievementAndUnlockTime above /// public static bool GetUserAchievementAndUnlockTime(CSteamID steamIDUser, string pchName, out bool pbAchieved, out uint punUnlockTime) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetUserAchievementAndUnlockTime(CSteamAPIContext.GetSteamUserStats(), steamIDUser, pchName2, out pbAchieved, out punUnlockTime); } } /// /// Reset stats /// public static bool ResetAllStats(bool bAchievementsToo) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_ResetAllStats(CSteamAPIContext.GetSteamUserStats(), bAchievementsToo); } /// /// Leaderboard functions /// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet /// This call is asynchronous, with the result returned in LeaderboardFindResult_t /// public static SteamAPICall_t FindOrCreateLeaderboard(string pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) { InteropHelp.TestIfAvailableClient(); using (var pchLeaderboardName2 = new InteropHelp.UTF8StringHandle(pchLeaderboardName)) { return (SteamAPICall_t)NativeMethods.ISteamUserStats_FindOrCreateLeaderboard(CSteamAPIContext.GetSteamUserStats(), pchLeaderboardName2, eLeaderboardSortMethod, eLeaderboardDisplayType); } } /// /// as above, but won't create the leaderboard if it's not found /// This call is asynchronous, with the result returned in LeaderboardFindResult_t /// public static SteamAPICall_t FindLeaderboard(string pchLeaderboardName) { InteropHelp.TestIfAvailableClient(); using (var pchLeaderboardName2 = new InteropHelp.UTF8StringHandle(pchLeaderboardName)) { return (SteamAPICall_t)NativeMethods.ISteamUserStats_FindLeaderboard(CSteamAPIContext.GetSteamUserStats(), pchLeaderboardName2); } } /// /// returns the name of a leaderboard /// public static string GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard) { InteropHelp.TestIfAvailableClient(); return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetLeaderboardName(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard)); } /// /// returns the total number of entries in a leaderboard, as of the last request /// public static int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_GetLeaderboardEntryCount(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard); } /// /// returns the sort method of the leaderboard /// public static ELeaderboardSortMethod GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_GetLeaderboardSortMethod(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard); } /// /// returns the display type of the leaderboard /// public static ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_GetLeaderboardDisplayType(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard); } /// /// Asks the Steam back-end for a set of rows in the leaderboard. /// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t /// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) /// You can ask for more entries than exist, and it will return as many as do exist. /// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] /// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate /// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after /// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user /// public static SteamAPICall_t DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) { InteropHelp.TestIfAvailableClient(); return (SteamAPICall_t)NativeMethods.ISteamUserStats_DownloadLeaderboardEntries(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); } /// /// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers /// if a user doesn't have a leaderboard entry, they won't be included in the result /// a max of 100 users can be downloaded at a time, with only one outstanding call at a time /// public static SteamAPICall_t DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, CSteamID[] prgUsers, int cUsers) { InteropHelp.TestIfAvailableClient(); return (SteamAPICall_t)NativeMethods.ISteamUserStats_DownloadLeaderboardEntriesForUsers(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, prgUsers, cUsers); } /// /// Returns data about a single leaderboard entry /// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries /// e.g. /// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) /// { /// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) /// { /// LeaderboardEntry_t leaderboardEntry; /// int32 details[3]; // we know this is how many we've stored previously /// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); /// assert( leaderboardEntry.m_cDetails == 3 ); /// ... /// } /// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid /// public static bool GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, out LeaderboardEntry_t pLeaderboardEntry, int[] pDetails, int cDetailsMax) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_GetDownloadedLeaderboardEntry(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboardEntries, index, out pLeaderboardEntry, pDetails, cDetailsMax); } /// /// Uploads a user score to the Steam back-end. /// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t /// Details are extra game-defined information regarding how the user got that score /// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list /// public static SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int nScore, int[] pScoreDetails, int cScoreDetailsCount) { InteropHelp.TestIfAvailableClient(); return (SteamAPICall_t)NativeMethods.ISteamUserStats_UploadLeaderboardScore(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, eLeaderboardUploadScoreMethod, nScore, pScoreDetails, cScoreDetailsCount); } /// /// Attaches a piece of user generated content the user's entry on a leaderboard. /// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). /// This call is asynchronous, with the result returned in LeaderboardUGCSet_t. /// public static SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) { InteropHelp.TestIfAvailableClient(); return (SteamAPICall_t)NativeMethods.ISteamUserStats_AttachLeaderboardUGC(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, hUGC); } /// /// Retrieves the number of players currently playing your game (online + offline) /// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t /// public static SteamAPICall_t GetNumberOfCurrentPlayers() { InteropHelp.TestIfAvailableClient(); return (SteamAPICall_t)NativeMethods.ISteamUserStats_GetNumberOfCurrentPlayers(CSteamAPIContext.GetSteamUserStats()); } /// /// Requests that Steam fetch data on the percentage of players who have received each achievement /// for the game globally. /// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. /// public static SteamAPICall_t RequestGlobalAchievementPercentages() { InteropHelp.TestIfAvailableClient(); return (SteamAPICall_t)NativeMethods.ISteamUserStats_RequestGlobalAchievementPercentages(CSteamAPIContext.GetSteamUserStats()); } /// /// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch /// the next most achieved afterwards. Will return -1 if there is no data on achievement /// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). /// public static int GetMostAchievedAchievementInfo(out string pchName, uint unNameBufLen, out float pflPercent, out bool pbAchieved) { InteropHelp.TestIfAvailableClient(); IntPtr pchName2 = Marshal.AllocHGlobal((int)unNameBufLen); int ret = NativeMethods.ISteamUserStats_GetMostAchievedAchievementInfo(CSteamAPIContext.GetSteamUserStats(), pchName2, unNameBufLen, out pflPercent, out pbAchieved); pchName = ret != -1 ? InteropHelp.PtrToStringUTF8(pchName2) : null; Marshal.FreeHGlobal(pchName2); return ret; } /// /// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another /// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last /// achievement has been iterated. /// public static int GetNextMostAchievedAchievementInfo(int iIteratorPrevious, out string pchName, uint unNameBufLen, out float pflPercent, out bool pbAchieved) { InteropHelp.TestIfAvailableClient(); IntPtr pchName2 = Marshal.AllocHGlobal((int)unNameBufLen); int ret = NativeMethods.ISteamUserStats_GetNextMostAchievedAchievementInfo(CSteamAPIContext.GetSteamUserStats(), iIteratorPrevious, pchName2, unNameBufLen, out pflPercent, out pbAchieved); pchName = ret != -1 ? InteropHelp.PtrToStringUTF8(pchName2) : null; Marshal.FreeHGlobal(pchName2); return ret; } /// /// Returns the percentage of users who have achieved the specified achievement. /// public static bool GetAchievementAchievedPercent(string pchName, out float pflPercent) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) { return NativeMethods.ISteamUserStats_GetAchievementAchievedPercent(CSteamAPIContext.GetSteamUserStats(), pchName2, out pflPercent); } } /// /// Requests global stats data, which is available for stats marked as "aggregated". /// This call is asynchronous, with the results returned in GlobalStatsReceived_t. /// nHistoryDays specifies how many days of day-by-day history to retrieve in addition /// to the overall totals. The limit is 60. /// public static SteamAPICall_t RequestGlobalStats(int nHistoryDays) { InteropHelp.TestIfAvailableClient(); return (SteamAPICall_t)NativeMethods.ISteamUserStats_RequestGlobalStats(CSteamAPIContext.GetSteamUserStats(), nHistoryDays); } /// /// Gets the lifetime totals for an aggregated stat /// public static bool GetGlobalStat(string pchStatName, out long pData) { InteropHelp.TestIfAvailableClient(); using (var pchStatName2 = new InteropHelp.UTF8StringHandle(pchStatName)) { return NativeMethods.ISteamUserStats_GetGlobalStat(CSteamAPIContext.GetSteamUserStats(), pchStatName2, out pData); } } public static bool GetGlobalStat(string pchStatName, out double pData) { InteropHelp.TestIfAvailableClient(); using (var pchStatName2 = new InteropHelp.UTF8StringHandle(pchStatName)) { return NativeMethods.ISteamUserStats_GetGlobalStat0(CSteamAPIContext.GetSteamUserStats(), pchStatName2, out pData); } } /// /// Gets history for an aggregated stat. pData will be filled with daily values, starting with today. /// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, /// etc. cubData is the size in bytes of the pubData buffer. Returns the number of /// elements actually set. /// public static int GetGlobalStatHistory(string pchStatName, long[] pData, uint cubData) { InteropHelp.TestIfAvailableClient(); using (var pchStatName2 = new InteropHelp.UTF8StringHandle(pchStatName)) { return NativeMethods.ISteamUserStats_GetGlobalStatHistory(CSteamAPIContext.GetSteamUserStats(), pchStatName2, pData, cubData); } } public static int GetGlobalStatHistory(string pchStatName, double[] pData, uint cubData) { InteropHelp.TestIfAvailableClient(); using (var pchStatName2 = new InteropHelp.UTF8StringHandle(pchStatName)) { return NativeMethods.ISteamUserStats_GetGlobalStatHistory0(CSteamAPIContext.GetSteamUserStats(), pchStatName2, pData, cubData); } } #if _PS3 /// /// Call to kick off installation of the PS3 trophies. This call is asynchronous, and the results will be returned in a PS3TrophiesInstalled_t /// callback. /// public static bool InstallPS3Trophies() { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_InstallPS3Trophies(CSteamAPIContext.GetSteamUserStats()); } /// /// Returns the amount of space required at boot to install trophies. This value can be used when comparing the amount of space needed /// by the game to the available space value passed to the game at boot. The value is set during InstallPS3Trophies(). /// public static ulong GetTrophySpaceRequiredBeforeInstall() { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_GetTrophySpaceRequiredBeforeInstall(CSteamAPIContext.GetSteamUserStats()); } /// /// On PS3, user stats & achievement progress through Steam must be stored with the user's saved game data. /// At startup, before calling RequestCurrentStats(), you must pass the user's stats data to Steam via this method. /// If you do not have any user data, call this function with pvData = NULL and cubData = 0 /// public static bool SetUserStatsData(IntPtr pvData, uint cubData) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_SetUserStatsData(CSteamAPIContext.GetSteamUserStats(), pvData, cubData); } /// /// Call to get the user's current stats data. You should retrieve this data after receiving successful UserStatsReceived_t & UserStatsStored_t /// callbacks, and store the data with the user's save game data. You can call this method with pvData = NULL and cubData = 0 to get the required /// buffer size. /// public static bool GetUserStatsData(IntPtr pvData, uint cubData, out uint pcubWritten) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamUserStats_GetUserStatsData(CSteamAPIContext.GetSteamUserStats(), pvData, cubData, out pcubWritten); } #endif } } #endif // !DISABLESTEAMWORKS