Restructuring of the files
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using System;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using Facepunch.Steamworks.Data;
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namespace Facepunch.Steamworks
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{
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internal class ISteamMatchmakingPlayersResponse : SteamInterface
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{
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internal ISteamMatchmakingPlayersResponse( bool IsGameServer )
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{
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SetupInterface( IsGameServer );
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}
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamMatchmakingPlayersResponse_AddPlayerToList", CallingConvention = Platform.CC)]
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private static extern void _AddPlayerToList( IntPtr self, [MarshalAs( UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof( Utf8StringToNative ) )] string pchName, int nScore, float flTimePlayed );
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#endregion
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internal void AddPlayerToList( [MarshalAs( UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof( Utf8StringToNative ) )] string pchName, int nScore, float flTimePlayed )
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{
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_AddPlayerToList( Self, pchName, nScore, flTimePlayed );
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}
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamMatchmakingPlayersResponse_PlayersFailedToRespond", CallingConvention = Platform.CC)]
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private static extern void _PlayersFailedToRespond( IntPtr self );
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#endregion
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internal void PlayersFailedToRespond()
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{
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_PlayersFailedToRespond( Self );
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}
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamMatchmakingPlayersResponse_PlayersRefreshComplete", CallingConvention = Platform.CC)]
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private static extern void _PlayersRefreshComplete( IntPtr self );
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#endregion
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internal void PlayersRefreshComplete()
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{
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_PlayersRefreshComplete( Self );
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}
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}
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}
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