Files
MinecraftConsoles/Minecraft.Client/Xbox/Sentient/SentientStats.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

732 lines
25 KiB
C++

/************************************************************************/
/* THIS FILE WAS AUTOMATICALLY GENERATED */
/* PLEASE DO NOT MODIFY */
/************************************************************************/
// Generated from Version: 24, on (9/4/2013 8:47:23 AM)
#include <xtl.h>
#include "SenClientStats.h"
using namespace Sentient;
/************************************************************************/
/* STATS */
/************************************************************************/
// PlayerSessionStart
BOOL 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;
}
// PlayerSessionExit
BOOL 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;
}
// HeartBeat
BOOL 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;
}
// LevelStart
BOOL 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;
}
// LevelExit
BOOL 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;
}
// LevelSaveOrCheckpoint
BOOL 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;
}
// LevelResume
BOOL 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;
}
// PauseOrInactive
BOOL 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;
}
// UnpauseOrActive
BOOL 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;
}
// MenuShown
BOOL 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;
}
// AchievementUnlocked
BOOL 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;
}
// MediaShareUpload
BOOL 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;
}
// UpsellPresented
BOOL 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;
}
// UpsellResponded
BOOL 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;
}
// PlayerDiedOrFailed
BOOL 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;
}
// EnemyKilledOrOvercome
BOOL 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;
}
// SkinChanged
BOOL 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;
}
// BanLevel
BOOL 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;
}
// UnBanLevel
BOOL 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;
}
// TexturePackChanged
BOOL 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;
}