4jcraft/Minecraft.Client/Linux/Sentient/SentientStats.h

185 lines
9.3 KiB
C

/************************************************************************/
/* 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);