Steamworks Documentation
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ISteamMatchmaking Interface

If you're sending binary data, you should prefix a header to the message so that you know to treat it as your custom data rather than a plain old text message. For communication that needs to be arbitrated (for example having a user pick from a set of characters, and making sure only one user has picked a character), you can use the lobby owner as the decision maker. …

steam_api.h

[/td][/tr] [tr=k_EResultInvalidCEGSubmission][td][b]k_EResultInvalidCEGSubmission[/b][/td][td]81[/td][td]The files submitted to the CEG server are not valid.[/td][/tr] [tr=k_EResultRestrictedDevice][td][b]k_EResultRestrictedDevice[/b][/td][td]82[/td][td]The device being used is not allowed to perform this action.…

ISteamInput Interface

[code-inline]"C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png"[/code-inline] [b]Example:[/b] [code=cpp]// Gets origins for "punch" EInputActionOrigin *origins = new EInputActionOrigin[ STEAM_INPUT_MAX_ORIGINS ]; SteamInput()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins ); EInputActionOrigin firstOrigin = origins[0]; //i.e, k_EInputActionOrigin_PS4_X // This is a function from the game itself that tries to get custom glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( firstOrigin ); // We didn't ship any art in our game for this origin! …

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