Signals - Inventory
These callbacks require you to run Steam.run_callbacks()
in your _process()
function to receive them.
inventory_definition_update
inventory_definition_update
This callback is triggered whenever item definitions have been updated, which could be in response to loadItemDefinitions or any time new item definitions are available (eg, from the dynamic addition of new item types while players are still in-game).
Returns:
- definitions (array)
inventory_eligible_promo_item
inventory_eligible_promo_item
Returned when you have requested the list of "eligible" promo items that can be manually granted to the given user. These are promo items of type "manual" that won't be granted automatically.
Returns:
- result (int)
- cached (bool)
- definitions (array)
inventory_full_update
inventory_full_update
Triggered when getAllItems successfully returns a result which is newer / fresher than the last known result. (It will not trigger if the inventory hasn't changed, or if results from two overlapping calls are reversed in flight and the earlier result is already known to be stale/out-of-date.) The regular inventory_result_ready callback will still be triggered immediately afterwards; this is an additional notification for your convenience.
Returns:
- inventory_handle (int32)
inventory_request_prices_result
inventory_request_prices_result
Returned after requestPrices is called.
Returns:
- result (int)
- currency (string)
inventory_result_ready
inventory_result_ready
This is fired whenever an inventory result transitions from k_EResultPending to any other completed state, see getResultStatus for the complete list of states. There will always be exactly one callback per handle.
Returns:
- result (int)
- inventory_handle (int32)
inventory_start_purchase_result
inventory_start_purchase_result
Returned after startPurchase is called.
Returns:
- result (string)
- order_id (uint64_t)
- transaction_id (uint64_t)