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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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25 kB · 731 lines
C++
at main
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#include <xtl.h>
#include "SenClientStats.h"
using namespace Sentient;
/************************************************************************//* STATS *//************************************************************************/
// PlayerSessionStartBOOL SenStatPlayerSessionStart ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT TitleBuildID, INT SkeletonDistanceInInches, INT EnrollmentType, INT NumberOfSkeletonsInView, INT DeploymentType ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT TitleBuildID; INT SkeletonDistanceInInches; INT EnrollmentType; INT NumberOfSkeletonsInView; INT DeploymentType; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, TitleBuildID, SkeletonDistanceInInches, EnrollmentType, NumberOfSkeletonsInView, DeploymentType }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 128; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 10; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("PlayerSessionStart", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// PlayerSessionExitBOOL SenStatPlayerSessionExit ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 129; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 5; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("PlayerSessionExit", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// HeartBeatBOOL SenStatHeartBeat ( DWORD dwUserID, INT SecondsSinceInitialize ){ struct { INT SecondsSinceInitialize; } LocalStruct = { SecondsSinceInitialize }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 130; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 1; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("HeartBeat", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// LevelStartBOOL SenStatLevelStart ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT SingleOrMultiplayer, INT FriendsOrMatch, INT CompeteOrCoop, INT DifficultyLevel, INT NumberOfLocalPlayers, INT NumberOfOnlinePlayers, INT License, INT DefaultGameControls, INT AudioSettings, INT SkeletonDistanceInInches, INT NumberOfSkeletonsInView ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT SingleOrMultiplayer; INT FriendsOrMatch; INT CompeteOrCoop; INT DifficultyLevel; INT NumberOfLocalPlayers; INT NumberOfOnlinePlayers; INT License; INT DefaultGameControls; INT AudioSettings; INT SkeletonDistanceInInches; INT NumberOfSkeletonsInView; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, SingleOrMultiplayer, FriendsOrMatch, CompeteOrCoop, DifficultyLevel, NumberOfLocalPlayers, NumberOfOnlinePlayers, License, DefaultGameControls, AudioSettings, SkeletonDistanceInInches, NumberOfSkeletonsInView }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 131; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 18; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("LevelStart", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// LevelExitBOOL SenStatLevelExit ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT LevelExitStatus, INT LevelExitProgressStat1, INT LevelExitProgressStat2, INT LevelDurationInSeconds ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT LevelExitStatus; INT LevelExitProgressStat1; INT LevelExitProgressStat2; INT LevelDurationInSeconds; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, LevelExitStatus, LevelExitProgressStat1, LevelExitProgressStat2, LevelDurationInSeconds }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 132; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 11; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("LevelExit", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// LevelSaveOrCheckpointBOOL SenStatLevelSaveOrCheckpoint ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT LevelExitProgressStat1, INT LevelExitProgressStat2, INT LevelDurationInSeconds, INT SaveOrCheckPointID, INT SaveSizeInBytes ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT LevelExitProgressStat1; INT LevelExitProgressStat2; INT LevelDurationInSeconds; INT SaveOrCheckPointID; INT SaveSizeInBytes; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, LevelExitProgressStat1, LevelExitProgressStat2, LevelDurationInSeconds, SaveOrCheckPointID, SaveSizeInBytes }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 133; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 12; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("LevelSaveOrCheckpoint", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// LevelResumeBOOL SenStatLevelResume ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT SingleOrMultiplayer, INT FriendsOrMatch, INT CompeteOrCoop, INT DifficultyLevel, INT NumberOfLocalPlayers, INT NumberOfOnlinePlayers, INT License, INT DefaultGameControls, INT SaveOrCheckPointID, INT AudioSettings, INT SkeletonDistanceInInches, INT NumberOfSkeletonsInView ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT SingleOrMultiplayer; INT FriendsOrMatch; INT CompeteOrCoop; INT DifficultyLevel; INT NumberOfLocalPlayers; INT NumberOfOnlinePlayers; INT License; INT DefaultGameControls; INT SaveOrCheckPointID; INT AudioSettings; INT SkeletonDistanceInInches; INT NumberOfSkeletonsInView; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, SingleOrMultiplayer, FriendsOrMatch, CompeteOrCoop, DifficultyLevel, NumberOfLocalPlayers, NumberOfOnlinePlayers, License, DefaultGameControls, SaveOrCheckPointID, AudioSettings, SkeletonDistanceInInches, NumberOfSkeletonsInView }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 134; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 19; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("LevelResume", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// PauseOrInactiveBOOL SenStatPauseOrInactive ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 135; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 7; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("PauseOrInactive", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// UnpauseOrActiveBOOL SenStatUnpauseOrActive ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 136; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 7; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("UnpauseOrActive", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// MenuShownBOOL SenStatMenuShown ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT MenuID, INT OptionalMenuSubID, INT LevelInstanceID, INT MultiplayerInstanceID ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT MenuID; INT OptionalMenuSubID; INT LevelInstanceID; INT MultiplayerInstanceID; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, MenuID, OptionalMenuSubID, LevelInstanceID, MultiplayerInstanceID }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 137; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 9; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("MenuShown", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// AchievementUnlockedBOOL SenStatAchievementUnlocked ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT AchievementID, INT AchievementGamerscore ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT AchievementID; INT AchievementGamerscore; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, AchievementID, AchievementGamerscore }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 138; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 9; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("AchievementUnlocked", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// MediaShareUploadBOOL SenStatMediaShareUpload ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT MediaDestination, INT MediaType ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT MediaDestination; INT MediaType; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, MediaDestination, MediaType }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 139; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 9; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("MediaShareUpload", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// UpsellPresentedBOOL SenStatUpsellPresented ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT UpsellID, INT MarketplaceOfferID ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT UpsellID; INT MarketplaceOfferID; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, UpsellID, MarketplaceOfferID }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 140; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 9; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("UpsellPresented", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// UpsellRespondedBOOL SenStatUpsellResponded ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT UpsellID, INT MarketplaceOfferID, INT UpsellOutcome ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT UpsellID; INT MarketplaceOfferID; INT UpsellOutcome; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, UpsellID, MarketplaceOfferID, UpsellOutcome }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 141; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 10; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("UpsellResponded", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// PlayerDiedOrFailedBOOL SenStatPlayerDiedOrFailed ( DWORD dwUserID, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT LowResMapX, INT LowResMapY, INT LowResMapZ, INT MapID, INT PlayerWeaponID, INT EnemyWeaponID, INT EnemyTypeID, INT SecondsSinceInitialize, INT CopyOfSecondsSinceInitialize ){ struct { INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT LowResMapX; INT LowResMapY; INT LowResMapZ; INT MapID; INT PlayerWeaponID; INT EnemyWeaponID; INT EnemyTypeID; INT SecondsSinceInitialize; INT CopyOfSecondsSinceInitialize; INT Count; } LocalStruct = { ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, LowResMapX, LowResMapY, LowResMapZ, MapID, PlayerWeaponID, EnemyWeaponID, EnemyTypeID, SecondsSinceInitialize, CopyOfSecondsSinceInitialize, 1 }; DWORD arrValueFlags[] = { SenStatValueFlag_Min, SenStatValueFlag_Max, SenStatValueFlag_Inc };
SenStat st; st.dwUserID = dwUserID; st.dwStatID = 142; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 13; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 3; st.arrValues = (CHAR*)&LocalStruct.SecondsSinceInitialize; st.arrValueFlags = arrValueFlags;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("PlayerDiedOrFailed", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// EnemyKilledOrOvercomeBOOL SenStatEnemyKilledOrOvercome ( DWORD dwUserID, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT LowResMapX, INT LowResMapY, INT LowResMapZ, INT MapID, INT PlayerWeaponID, INT EnemyWeaponID, INT EnemyTypeID, INT SecondsSinceInitialize, INT CopyOfSecondsSinceInitialize ){ struct { INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT LowResMapX; INT LowResMapY; INT LowResMapZ; INT MapID; INT PlayerWeaponID; INT EnemyWeaponID; INT EnemyTypeID; INT SecondsSinceInitialize; INT CopyOfSecondsSinceInitialize; INT Count; } LocalStruct = { ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, LowResMapX, LowResMapY, LowResMapZ, MapID, PlayerWeaponID, EnemyWeaponID, EnemyTypeID, SecondsSinceInitialize, CopyOfSecondsSinceInitialize, 1 }; DWORD arrValueFlags[] = { SenStatValueFlag_Min, SenStatValueFlag_Max, SenStatValueFlag_Inc };
SenStat st; st.dwUserID = dwUserID; st.dwStatID = 143; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 13; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 3; st.arrValues = (CHAR*)&LocalStruct.SecondsSinceInitialize; st.arrValueFlags = arrValueFlags;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("EnemyKilledOrOvercome", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// SkinChangedBOOL SenStatSkinChanged ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT SkinID ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT SkinID; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, SkinID }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 144; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 8; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("SkinChanged", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// BanLevelBOOL SenStatBanLevel ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 145; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 7; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("BanLevel", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// UnBanLevelBOOL SenStatUnBanLevel ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 146; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 7; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("UnBanLevel", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
// TexturePackChangedBOOL SenStatTexturePackChanged ( DWORD dwUserID, INT SecondsSinceInitialize, INT ModeID, INT OptionalSubModeID, INT LevelID, INT OptionalSubLevelID, INT LevelInstanceID, INT MultiplayerInstanceID, INT TexturePackId, INT Purchased ){ struct { INT SecondsSinceInitialize; INT ModeID; INT OptionalSubModeID; INT LevelID; INT OptionalSubLevelID; INT LevelInstanceID; INT MultiplayerInstanceID; INT TexturePackId; INT Purchased; } LocalStruct = { SecondsSinceInitialize, ModeID, OptionalSubModeID, LevelID, OptionalSubLevelID, LevelInstanceID, MultiplayerInstanceID, TexturePackId, Purchased }; SenStat st; st.dwUserID = dwUserID; st.dwStatID = 147; st.dwFlags = SenStatFlag_Normal; st.dwNumProperties = 9; st.arrProperties = (CHAR*)&LocalStruct; st.dwNumValues = 0; st.arrValues = NULL; st.arrValueFlags = NULL;
#ifdef SEN_LOGTELEMETRY // if we're in debug build with logging then log the stat to a file for testing SentientDebugLogStatSend("TexturePackChanged", &st );#endif
return Sentient::SentientStatsSend( &st ) == S_OK;}
namespace Sentient{
extern int statsVersion;
class StatsVersionClass { public: StatsVersionClass() { statsVersion = 24; } };
static StatsVersionClass versionClass;}