// BlitzSteam - Steam wrapper for Blitz // Copyright (C) 2015 Xaymar (Michael Fabian Dirks) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see . #include "BlitzSteam.h" //----------------------------------------------------------------------------- // Purpose: interface to accessing information about individual users, // that can be a friend, in a group, on a game server or in a lobby with the local user //----------------------------------------------------------------------------- DLL(ISteamFriends*) BS_SteamFriends() { return SteamFriends(); } // returns the local players name - guaranteed to not be NULL. // this is the same name as on the users community profile page // this is stored in UTF-8 format // like all the other interface functions that return a char *, it's important that this pointer is not saved // off; it will eventually be free'd or re-allocated DLL(const char*) BS_ISteamFriends_GetPersonaName(ISteamFriends* lpSteamFriends) { return lpSteamFriends->GetPersonaName(); } // Sets the player name, stores it on the server and publishes the changes to all friends who are online. // Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success. // // The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t. // // If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted // to change the name back, in addition to the SetPersonaNameResponse_t callback. DLL(SteamAPICall_t*) BS_ISteamFriends_SetPersonaName(ISteamFriends* lpSteamFriends, const char* pchPersonaName) { return new uint64_t(lpSteamFriends->SetPersonaName(pchPersonaName)); } // gets the status of the current user DLL(int32_t) BS_ISteamFriends_GetPersonaState(ISteamFriends* lpSteamFriends) { return lpSteamFriends->GetPersonaState(); } // friend iteration // takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria // then GetFriendByIndex() can then be used to return the id's of each of those users DLL(int32_t) BS_ISteamFriends_GetFriendCount(ISteamFriends* lpSteamFriends, int32_t iFriendFlags) { return lpSteamFriends->GetFriendCount(iFriendFlags); } // returns the steamID of a user // iFriend is a index of range [0, GetFriendCount()) // iFriendsFlags must be the same value as used in GetFriendCount() // the returned CSteamID can then be used by all the functions below to access details about the user DLL(CSteamID*) BS_ISteamFriends_GetFriendByIndex(ISteamFriends* lpSteamFriends, int32_t iFriend, int32_t iFriendFlags) { return new CSteamID(lpSteamFriends->GetFriendByIndex(iFriend, iFriendFlags)); } // returns a relationship to a user DLL(EFriendRelationship) BS_ISteamFriends_GetFriendRelationship(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetFriendRelationship(*steamIDFriend); } // returns the current status of the specified user // this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user DLL(EPersonaState) BS_ISteamFriends_GetFriendPersonaState(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetFriendPersonaState(*steamIDFriend); } // returns the name another user - guaranteed to not be NULL. // same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user // note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously DLL(const char*) BS_ISteamFriends_GetFriendPersonaName(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetFriendPersonaName(*steamIDFriend); } // returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details DLL(uint32_t) BS_ISteamFriends_GetFriendGamePlayed(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, FriendGameInfo_t *pFriendGameInfo) { return lpSteamFriends->GetFriendGamePlayed(*steamIDFriend, pFriendGameInfo); } // accesses old friends names - returns an empty string when their are no more items in the history DLL(const char*) BS_ISteamFriends_GetFriendPersonaNameHistory(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iPersonaName) { return lpSteamFriends->GetFriendPersonaNameHistory(*steamIDFriend, iPersonaName); } // friends steam level DLL(int32_t) BS_ISteamFriends_GetFriendSteamLevel(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetFriendSteamLevel(*steamIDFriend); } // Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player. DLL(const char*) BS_ISteamFriends_GetPlayerNickname(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriends) { const char* nickname = lpSteamFriends->GetPlayerNickname(*steamIDFriends); if (nickname == NULL) { nickname = ""; } return nickname; } // friend grouping (tag) apis // returns the number of friends groups DLL(int32_t) BS_ISteamFriends_GetFriendsGroupCount(ISteamFriends* lpSteamFriends) { return lpSteamFriends->GetFriendsGroupCount(); } // returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid) DLL(FriendsGroupID_t) BS_ISteamFriends_GetFriendsGroupIDByIndex(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) { return lpSteamFriends->GetFriendsGroupIDByIndex(friendsGroupID); } // returns the name for the given friends group (NULL in the case of invalid friends group IDs) DLL(const char*) BS_ISteamFriends_GetFriendsGroupName(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) { return lpSteamFriends->GetFriendsGroupName(friendsGroupID); } // returns the number of members in a given friends group DLL(int32_t) BS_ISteamFriends_GetFriendsGroupMembersCount(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID) { return lpSteamFriends->GetFriendsGroupMembersCount(friendsGroupID); } // gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid DLL(void) BS_ISteamFriends_GetFriendsGroupMembersList(ISteamFriends* lpSteamFriends, FriendsGroupID_t friendsGroupID, CSteamID* pOutSteamIDMembers, int32_t nMembersCount) { lpSteamFriends->GetFriendsGroupMembersList(friendsGroupID, pOutSteamIDMembers, nMembersCount); } // returns true if the specified user meets any of the criteria specified in iFriendFlags // iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values DLL(uint32_t) BS_ISteamFriends_HasFriend(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iFriendsFlags) { return lpSteamFriends->HasFriend(*steamIDFriend, iFriendsFlags); } // clan (group) iteration and access functions DLL(int32_t) BS_ISteamFriends_GetClanCount(ISteamFriends* lpSteamFriends) { return lpSteamFriends->GetClanCount(); } DLL(CSteamID*) BS_ISteamFriends_GetClanByIndex(ISteamFriends* lpSteamFriends, int32_t iClan) { CSteamID* steamID = new CSteamID(lpSteamFriends->GetClanByIndex(iClan)); return steamID; } DLL(const char*) BS_ISteamFriends_GetClanName(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { return lpSteamFriends->GetClanName(*steamIDClan); } DLL(const char*) BS_ISteamFriends_GetClanTag(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { return lpSteamFriends->GetClanTag(*steamIDClan); } // returns the most recent information we have about what's happening in a clan DLL(uint32_t) BS_ISteamFriends_GetClanActivityCounts(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t* pnOnline, int32_t* pnInGame, int32_t* pnChatting) { return lpSteamFriends->GetClanActivityCounts(*steamIDClan, pnOnline, pnInGame, pnChatting); } // for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest DLL(SteamAPICall_t*) BS_ISteamFriends_DownloadClanActivityCounts(ISteamFriends* lpSteamFriends, CSteamID* psteamIDClans, int32_t cClansToRequest) { return new uint64_t(lpSteamFriends->DownloadClanActivityCounts(psteamIDClans, cClansToRequest)); } // iterators for getting users in a chat room, lobby, game server or clan // note that large clans that cannot be iterated by the local user // note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby // steamIDSource can be the steamID of a group, game server, lobby or chat room DLL(int32_t) BS_ISteamFriends_GetFriendCountFromSource(ISteamFriends* lpSteamFriends, CSteamID* steamIDSource) { return lpSteamFriends->GetFriendCountFromSource(*steamIDSource); } DLL(CSteamID*) BS_ISteamFriends_GetFriendFromSourceByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDSource, int32_t iFriend) { return new CSteamID(lpSteamFriends->GetFriendFromSourceByIndex(*steamIDSource, iFriend)); } // returns true if the local user can see that steamIDUser is a member or in steamIDSource DLL(uint32_t) BS_ISteamFriends_IsUserInSource(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, CSteamID* steamIDSource) { return lpSteamFriends->IsUserInSource(*steamIDUser, *steamIDSource); } // User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI) DLL(void) BS_ISteamFriends_SetInGameVoiceSpeaking(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, uint32_t bSpeaking) { lpSteamFriends->SetInGameVoiceSpeaking(*steamIDUser, bSpeaking != 0); } // activates the game overlay, with an optional dialog to open // valid options are "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements" DLL(void) BS_ISteamFriends_ActivateGameOverlay(ISteamFriends* lpSteamFriends, const char* pchDialog) { lpSteamFriends->ActivateGameOverlay(pchDialog); } // activates game overlay to a specific place // valid options are // "steamid" - opens the overlay web browser to the specified user or groups profile // "chat" - opens a chat window to the specified user, or joins the group chat // "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API // "stats" - opens the overlay web browser to the specified user's stats // "achievements" - opens the overlay web browser to the specified user's achievements // "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend // "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend // "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite // "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite DLL(void) BS_ISteamFriends_ActivateGameOverlayToUser(ISteamFriends* lpSteamFriends, const char* pchDialog, CSteamID* steamID) { lpSteamFriends->ActivateGameOverlayToUser(pchDialog, *steamID); } // activates game overlay web browser directly to the specified URL // full address with protocol type is required, e.g. http://www.steamgames.com/ DLL(void) BS_ISteamFriends_ActivateGameOverlayToWebPage(ISteamFriends* lpSteamFriends, const char* pchURL) { lpSteamFriends->ActivateGameOverlayToWebPage(pchURL); } // activates game overlay to store page for app DLL(void) BS_ISteamFriends_ActivateGameOverlayToStore(ISteamFriends* lpSteamFriends, AppId_t nAppID, EOverlayToStoreFlag eFlag) { lpSteamFriends->ActivateGameOverlayToStore(nAppID, eFlag); } // Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is // in game DLL(void) BS_ISteamFriends_SetPlayedWith(ISteamFriends* lpSteamFriends, CSteamID* steamIDUserPlayedWith) { lpSteamFriends->SetPlayedWith(*steamIDUserPlayedWith); } // activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby. DLL(void) BS_ISteamFriends_ActivateGameOverlayInviteDialog(ISteamFriends* lpSteamFriends, CSteamID* steamIDLobby) { lpSteamFriends->ActivateGameOverlayInviteDialog(*steamIDLobby); } // gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set DLL(int32_t) BS_ISteamFriends_GetSmallFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetSmallFriendAvatar(*steamIDFriend); } // gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set DLL(int32_t) BS_ISteamFriends_GetMediumFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetMediumFriendAvatar(*steamIDFriend); } // gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set // returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again DLL(int32_t) BS_ISteamFriends_GetLargeFriendAvatar(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetLargeFriendAvatar(*steamIDFriend); } // requests information about a user - persona name & avatar // if bRequireNameOnly is set, then the avatar of a user isn't downloaded // - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them // if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved // if returns false, it means that we already have all the details about that user, and functions can be called immediately DLL(uint32_t) BS_ISteamFriends_RequestUserInformation(ISteamFriends* lpSteamFriends, CSteamID* steamIDUser, uint32_t bRequireNameOnly) { return lpSteamFriends->RequestUserInformation(*steamIDUser, bRequireNameOnly != 0); } // requests information about a clan officer list // when complete, data is returned in ClanOfficerListResponse_t call result // this makes available the calls below // you can only ask about clans that a user is a member of // note that this won't download avatars automatically; if you get an officer, // and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar DLL(SteamAPICall_t*) BS_ISteamFriends_RequestClanOfficerList(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { return new uint64_t(lpSteamFriends->RequestClanOfficerList(*steamIDClan)); } // iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed // returns the steamID of the clan owner DLL(CSteamID*) BS_ISteamFriends_GetClanOwner(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { return new CSteamID(lpSteamFriends->GetClanOwner(*steamIDClan)); } // returns the number of officers in a clan (including the owner) DLL(int32_t) BS_ISteamFriends_GetClanOfficerCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { return lpSteamFriends->GetClanOfficerCount(*steamIDClan); } // returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount) DLL(CSteamID*) BS_ISteamFriends_GetClanOfficerByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t iOfficer) { return new CSteamID(lpSteamFriends->GetClanOfficerByIndex(*steamIDClan, iOfficer)); } // if current user is chat restricted, he can't send or receive any text/voice chat messages. // the user can't see custom avatars. But the user can be online and send/recv game invites. // a chat restricted user can't add friends or join any groups. DLL(EUserRestriction) BS_ISteamFriends_GetUserRestrictions(ISteamFriends* lpSteamFriends) { return (EUserRestriction)lpSteamFriends->GetUserRestrictions(); } // Rich Presence data is automatically shared between friends who are in the same game // Each user has a set of Key/Value pairs // Up to 20 different keys can be set // There are two magic keys: // "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list // "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game // GetFriendRichPresence() returns an empty string "" if no value is set // SetRichPresence() to a NULL or an empty string deletes the key // You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount() // and GetFriendRichPresenceKeyByIndex() (typically only used for debugging) DLL(uint32_t) BS_ISteamFriends_SetRichPresence(ISteamFriends* lpSteamFriends, const char* pchKey, const char* pchValue) { return lpSteamFriends->SetRichPresence(pchKey, pchValue); } DLL(void) BS_ISteamFriends_ClearRichPresence(ISteamFriends* lpSteamFriends) { lpSteamFriends->ClearRichPresence(); } DLL(const char*) BS_ISteamFriends_GetFriendRichPresence(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char* pchKey) { return lpSteamFriends->GetFriendRichPresence(*steamIDFriend, pchKey); } DLL(int32_t) BS_ISteamFriends_GetFriendRichPresenceKeyCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetFriendRichPresenceKeyCount(*steamIDFriend); } DLL(const char*) BS_ISteamFriends_GetFriendRichPresenceKeyByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iKey) { return lpSteamFriends->GetFriendRichPresenceKeyByIndex(*steamIDFriend, iKey); } // Requests rich presence for a specific user. DLL(void) BS_ISteamFriends_RequestFriendRichPresence(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { lpSteamFriends->RequestFriendRichPresence(*steamIDFriend); } // rich invite support // if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game // if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string // invites can only be sent to friends DLL(uint32_t) BS_ISteamFriends_InviteUserToGame(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char *pchConnectString) { return lpSteamFriends->InviteUserToGame(*steamIDFriend, pchConnectString); } // recently-played-with friends iteration // this iterates the entire list of users recently played with, across games // GetFriendCoplayTime() returns as a unix time DLL(int32_t) BS_ISteamFriends_GetCoplayFriendCount(ISteamFriends* lpSteamFriends) { return lpSteamFriends->GetCoplayFriendCount(); } DLL(CSteamID*) BS_ISteamFriends_GetCoplayFriend(ISteamFriends* lpSteamFriends, int32_t iCoplayFriend) { return new CSteamID(lpSteamFriends->GetCoplayFriend(iCoplayFriend)); } DLL(int32_t) BS_ISteamFriends_GetFriendCoplayTime(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetFriendCoplayTime(*steamIDFriend); } DLL(AppId_t) BS_ISteamFriends_GetFriendCoplayGame(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend) { return lpSteamFriends->GetFriendCoplayGame(*steamIDFriend); } // chat interface for games // this allows in-game access to group (clan) chats from in the game // the behavior is somewhat sophisticated, because the user may or may not be already in the group chat from outside the game or in the overlay // use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat DLL(SteamAPICall_t*) BS_ISteamFriends_JoinClanChatRoom(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { return new SteamAPICall_t(lpSteamFriends->JoinClanChatRoom(*steamIDClan)); } DLL(uint32_t) BS_ISteamFriends_LeaveClanChatRoom(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { return lpSteamFriends->LeaveClanChatRoom(*steamIDClan); } DLL(int32_t) BS_ISteamFriends_GetClanChatMemberCount(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan) { return lpSteamFriends->GetClanChatMemberCount(*steamIDClan); } DLL(CSteamID*) BS_ISteamFriends_GetChatMemberByIndex(ISteamFriends* lpSteamFriends, CSteamID* steamIDClan, int32_t iUser) { return new CSteamID(lpSteamFriends->GetChatMemberByIndex(*steamIDClan, iUser)); } DLL(uint32_t) BS_ISteamFriends_SendClanChatMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, const char *pchText) { return lpSteamFriends->SendClanChatMessage(*steamIDClanChat, pchText); } DLL(int32_t) BS_ISteamFriends_GetClanChatMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, int32_t iMessage, void* prgchText, int32_t cchTextMax, EChatEntryType* peChatEntryType, CSteamID* psteamidChatter) { return lpSteamFriends->GetClanChatMessage(*steamIDClanChat, iMessage, prgchText, cchTextMax, peChatEntryType, psteamidChatter); } DLL(uint32_t) BS_ISteamFriends_IsClanChatAdmin(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat, CSteamID* steamIDUser) { return lpSteamFriends->IsClanChatAdmin(*steamIDClanChat, *steamIDUser); } // interact with the Steam (game overlay / desktop) DLL(uint32_t) BS_ISteamFriends_IsClanChatWindowOpenInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) { return lpSteamFriends->IsClanChatWindowOpenInSteam(*steamIDClanChat); } DLL(uint32_t) BS_ISteamFriends_OpenClanChatWindowInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) { return lpSteamFriends->OpenClanChatWindowInSteam(*steamIDClanChat); } DLL(uint32_t) BS_ISteamFriends_CloseClanChatWindowInSteam(ISteamFriends* lpSteamFriends, CSteamID* steamIDClanChat) { return lpSteamFriends->CloseClanChatWindowInSteam(*steamIDClanChat); } // peer-to-peer chat interception // this is so you can show P2P chats inline in the game DLL(uint32_t) BS_ISteamFriends_SetListenForFriendsMessages(ISteamFriends* lpSteamFriends, uint32_t bInterceptEnabled) { return lpSteamFriends->SetListenForFriendsMessages(bInterceptEnabled != 0); } DLL(uint32_t) BS_ISteamFriends_ReplyToFriendMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, const char* pchMsgToSend) { return lpSteamFriends->ReplyToFriendMessage(*steamIDFriend, pchMsgToSend); } DLL(int32_t) BS_ISteamFriends_GetFriendMessage(ISteamFriends* lpSteamFriends, CSteamID* steamIDFriend, int32_t iMessageID, void* pvData, int32_t cubData, EChatEntryType* peChatEntryType) { return lpSteamFriends->GetFriendMessage(*steamIDFriend, iMessageID, pvData, cubData, peChatEntryType); } // following apis DLL(SteamAPICall_t*) BS_ISteamFriends_GetFollowerCount(ISteamFriends* lpSteamFriends, CSteamID* steamID) { return new SteamAPICall_t(lpSteamFriends->GetFollowerCount(*steamID)); } DLL(SteamAPICall_t*) BS_ISteamFriends_IsFollowing(ISteamFriends* lpSteamFriends, CSteamID* steamID) { return new SteamAPICall_t(lpSteamFriends->IsFollowing(*steamID)); } DLL(SteamAPICall_t*) BS_ISteamFriends_EnumerateFollowingList(ISteamFriends* lpSteamFriends, uint32_t unStartIndex) { return new SteamAPICall_t(lpSteamFriends->EnumerateFollowingList(unStartIndex)); }