// This file is provided under The MIT License as part of Steamworks.NET.
// Copyright (c) 2013-2022 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_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || STEAMWORKS_WIN || STEAMWORKS_LIN_OSX)
#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_GetStatInt32(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_GetStatFloat(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_SetStatInt32(CSteamAPIContext.GetSteamUserStats(), pchName2, nData);
}
}
public static bool SetStat(string pchName, float fData) {
InteropHelp.TestIfAvailableClient();
using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
return NativeMethods.ISteamUserStats_SetStatFloat(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_GetUserStatInt32(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_GetUserStatFloat(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_GetGlobalStatInt64(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_GetGlobalStatDouble(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_GetGlobalStatHistoryInt64(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_GetGlobalStatHistoryDouble(CSteamAPIContext.GetSteamUserStats(), pchStatName2, pData, cubData);
}
}
///
/// For achievements that have related Progress stats, use this to query what the bounds of that progress are.
/// You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress
/// have been made, to show a progress notification to the user.
///
public static bool GetAchievementProgressLimits(string pchName, out int pnMinProgress, out int pnMaxProgress) {
InteropHelp.TestIfAvailableClient();
using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
return NativeMethods.ISteamUserStats_GetAchievementProgressLimitsInt32(CSteamAPIContext.GetSteamUserStats(), pchName2, out pnMinProgress, out pnMaxProgress);
}
}
public static bool GetAchievementProgressLimits(string pchName, out float pfMinProgress, out float pfMaxProgress) {
InteropHelp.TestIfAvailableClient();
using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
return NativeMethods.ISteamUserStats_GetAchievementProgressLimitsFloat(CSteamAPIContext.GetSteamUserStats(), pchName2, out pfMinProgress, out pfMaxProgress);
}
}
}
}
#endif // !DISABLESTEAMWORKS