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