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