/************************************************************************/ /* THIS FILE WAS AUTOMATICALLY GENERATED */ /* PLEASE DO NOT MODIFY */ /************************************************************************/ // Generated from Version: 20, on (6/19/2012 9:21:23 AM) #pragma once /************************************************************************/ /* STATS */ /************************************************************************/ // PlayerSessionStart // Player signed in or joined bool SenStatPlayerSessionStart(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t TitleBuildID, int32_t SkeletonDistanceInInches, int32_t EnrollmentType, int32_t NumberOfSkeletonsInView); // PlayerSessionExit // Player signed out or left bool SenStatPlayerSessionExit(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID); // HeartBeat // Sent every 60 seconds by title bool SenStatHeartBeat(uint32_t dwUserID, int32_t SecondsSinceInitialize); // LevelStart // Level started bool SenStatLevelStart(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t SingleOrMultiplayer, int32_t FriendsOrMatch, int32_t CompeteOrCoop, int32_t DifficultyLevel, int32_t NumberOfLocalPlayers, int32_t NumberOfOnlinePlayers, int32_t License, int32_t DefaultGameControls, int32_t AudioSettings, int32_t SkeletonDistanceInInches, int32_t NumberOfSkeletonsInView); // LevelExit // Level exited bool SenStatLevelExit(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t LevelExitStatus, int32_t LevelExitProgressStat1, int32_t LevelExitProgressStat2, int32_t LevelDurationInSeconds); // LevelSaveOrCheckpoint // Level saved explicitly or implicitly bool SenStatLevelSaveOrCheckpoint( uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t LevelExitProgressStat1, int32_t LevelExitProgressStat2, int32_t LevelDurationInSeconds, int32_t SaveOrCheckPointID); // LevelResume // Level resumed from a save or restarted at a checkpoint bool SenStatLevelResume(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t SingleOrMultiplayer, int32_t FriendsOrMatch, int32_t CompeteOrCoop, int32_t DifficultyLevel, int32_t NumberOfLocalPlayers, int32_t NumberOfOnlinePlayers, int32_t License, int32_t DefaultGameControls, int32_t SaveOrCheckPointID, int32_t AudioSettings, int32_t SkeletonDistanceInInches, int32_t NumberOfSkeletonsInView); // PauseOrInactive // Player paused game or has become inactive, level and mode are for what the // player is leaving bool SenStatPauseOrInactive(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID); // UnpauseOrActive // Player unpaused game or has become active, level and mode are for what the // player is entering into bool SenStatUnpauseOrActive(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID); // MenuShown // A menu screen or major menu area has been shown bool SenStatMenuShown(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t MenuID, int32_t OptionalMenuSubID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID); // AchievementUnlocked // An achievement was unlocked bool SenStatAchievementUnlocked( uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t AchievementID, int32_t AchievementGamerscore); // MediaShareUpload // The user uploaded something to Kinect Share bool SenStatMediaShareUpload(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t MediaDestination, int32_t MediaType); // UpsellPresented // The user is shown an upsell to purchase something bool SenStatUpsellPresented(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t UpsellID, int32_t MarketplaceOfferID); // UpsellResponded // The user responded to the upsell bool SenStatUpsellResponded(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t UpsellID, int32_t MarketplaceOfferID, int32_t UpsellOutcome); // PlayerDiedOrFailed // The player died or failed a challenge - can be used for many types of failure bool SenStatPlayerDiedOrFailed( uint32_t dwUserID, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t LowResMapX, int32_t LowResMapY, int32_t LowResMapZ, int32_t MapID, int32_t PlayerWeaponID, int32_t EnemyWeaponID, int32_t EnemyTypeID, int32_t SecondsSinceInitialize, int32_t CopyOfSecondsSinceInitialize); // EnemyKilledOrOvercome // The player killed an enemy or overcame or solved a major challenge bool SenStatEnemyKilledOrOvercome( uint32_t dwUserID, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t LowResMapX, int32_t LowResMapY, int32_t LowResMapZ, int32_t MapID, int32_t PlayerWeaponID, int32_t EnemyWeaponID, int32_t EnemyTypeID, int32_t SecondsSinceInitialize, int32_t CopyOfSecondsSinceInitialize); // SkinChanged // The player has changed their skin, level and mode are for what the player is // currently in bool SenStatSkinChanged(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID, int32_t SkinID); // BanLevel // The player has banned a level, level and mode are for what the player is // currently in and banning bool SenStatBanLevel(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID); // UnBanLevel // The player has ubbanned a level, level and mode are for what the player is // currently in and unbanning bool SenStatUnBanLevel(uint32_t dwUserID, int32_t SecondsSinceInitialize, int32_t ModeID, int32_t OptionalSubModeID, int32_t LevelID, int32_t OptionalSubLevelID, int32_t LevelInstanceID, int32_t MultiplayerInstanceID);