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Implemented Steam_GameServer::BGetUserAchievementStatus
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1 changed files with 8 additions and 2 deletions
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@ -562,9 +562,15 @@ void Steam_GameServer::SetGameType( const char *pchGameType )
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// Ask if a user has a specific achievement for this game, will get a callback on reply
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// Ask if a user has a specific achievement for this game, will get a callback on reply
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bool Steam_GameServer::BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName )
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bool Steam_GameServer::BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName )
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{
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{
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PRINT_DEBUG_ENTRY();
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PRINT_DEBUG("%llu %s", steamID.ConvertToUint64(), pchAchievementName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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GSClientAchievementStatus_t data = {};
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data.m_bUnlocked = true;
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data.m_SteamID = steamID.ConvertToUint64();
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strncpy(data.m_pchAchievement, pchAchievementName, sizeof(data.m_pchAchievement) - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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return true;
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}
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}
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// New auth system APIs - do not mix with the old auth system APIs.
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// New auth system APIs - do not mix with the old auth system APIs.
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