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SMScripts/scripting/include/store/store-backend.inc
2025-04-15 22:27:20 -04:00

809 lines
28 KiB
SourcePawn

#if defined _store_backend_included
#endinput
#endif
#define _store_backend_included
#define STORE_MAX_NAME_LENGTH 32
#define STORE_MAX_DISPLAY_NAME_LENGTH 64
#define STORE_MAX_DESCRIPTION_LENGTH 128
#define STORE_MAX_TYPE_LENGTH 32
#define STORE_MAX_REQUIREPLUGIN_LENGTH 32
#define STORE_MAX_LOADOUTSLOT_LENGTH 32
#define STORE_MAX_LOADOUTGAME_LENGTH 32
#define STORE_MAX_LOADOUTCLASS_LENGTH 32
#define STORE_MAX_ATTRIBUTES_LENGTH 1024
functag Store_GetItemsCallback public(items[], count, any:data);
functag Store_GetUserItemsCallback public(useritems[], bool:equipped[], useritemCount[], count, loadoutId, any:data);
functag Store_GetCreditsCallback public(credits, any:data);
functag Store_GiveCreditsCallback public(accountId, any:data);
functag Store_BuyItemCallback public(bool:success, any:data);
functag Store_EquipItemCallback public(accountId, itemId, loadoutId, any:data);
functag Store_UseItemCallback public(accountId, itemId, any:data);
functag Store_GetUserItemCountCallback public(count, any:data);
forward Store_OnDatabaseInitialized();
forward Store_OnReloadItems();
forward Store_OnReloadItemsPost();
enum Store_AquireMethod
{
Store_Shop,
Store_Trade,
Store_Gift,
Store_Admin,
Store_Web,
Store_Unknown
}
/**
* Registers a player in the database:
*
* - If the player is already in the database, his name will be updated according
* to the 'name' parameter provided.
*
* - If the player is not in the database (for example, a new player who just joined
* the server for the first time), he will be added using the account ID and name
* provided.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param name The name of the player.
*
* @noreturn
*/
native Store_Register(accountId, const String:name[] = "");
/**
* Registers a player in the database, provided his client index only.
*
* This method converts the client index provided to an account id, retrieves
* the player's name, and calls Store_Register using that information.
*
* The logic of registering a player is explained in the Store_Register documentation.
*
* The store-core module calls this method every time a player joins the server.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param client Client index.
*
* @noreturn
*/
native Store_RegisterClient(client);
/**
* Retrieves all item categories from the database.
*
* The store-backend module builds a cache of the categories retrieved the first time
* this method is called, for faster access the next time it's called.
*
* You can set the loadFromCache parameter of this method to false to retrieve categories
* from the database and not from the cache.
*
* The store-core module calls this method when it is loaded to build a cache of
* categories.
*
* It also provides the store_reloaditems command to reload items and categories
* from the database.
*
* To use this method, you can provide a callback for when the categories are loaded.
* The callback will provide an array of the categories' IDs. You can then loop the array,
* and find info about each category using the Store_GetCategory* methods.
*
* For example:
*
* Store_GetCategories(OnCategoriesLoaded);
*
* public OnCategoriesLoaded(categories[], count, any:data)
* {
* for (new category = 0; category < count; category++)
* {
* decl String:displayName[32];
* Store_GetCategoryDisplayName(categories[category], displayName, sizeof(displayName));
*
* PrintToServer(displayName);
* }
* }
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param callback A callback which will be called when the categories are loaded.
* @param loadFromCache Whether to load categories from cache. If false, the method will
* query the database and rebuild its cache.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetCategories(Store_GetItemsCallback:callback = Store_GetItemsCallback:INVALID_HANDLE, bool:loadFromCache = true, any:data = 0);
/**
* Retrieves a category's display name by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all categories.
*
* @param id Category's ID.
* @param displayName Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetCategoryDisplayName(id, String:displayName[], maxlength);
/**
* Retrieves a category's description by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all categories.
*
* @param id Category's ID.
* @param description Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetCategoryDescription(id, String:description[], maxlength);
/**
* Retrieves the plugin name that is required for a specific category.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all categories.
*
* @param id Category's ID.
* @param pluginRequired Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetCategoryPluginRequired(id, String:pluginRequired[], maxlength);
/**
* Retrieves items from the database.
*
* The store-backend module builds a cache of the items retrieved the first time
* this method is called, for faster access the next time it's called.
*
* You can set the loadFromCache parameter of this method to false to retrieve categories
* from the database and not from the cache.
*
* You can use the filter parameter to filter items returned by the following properties:
* - category_id (cell)
* - is_buyable (cell)
* - is_tradeable (cell)
* - is_refundable (cell)
* - type (string)
*
* To use it, set it to a trie with some or all of the above properties.
* IMPORTANT: You are *not* resposible for closing the filter trie's handle,
* the store-backend module is.
*
* The store-backend module calls this method when it is loaded to build a cache of
* categories. It also provides the store_reloaditems command to reload items and categories
* from the database.
*
* To use this method, you can provide a callback for when the items are loaded.
* The callback will provide an array of the items' IDs. You can then loop the array,
* and find info about each item using the Store_GetItem* methods.
*
* For example:
*
* new Handle:filter = CreateTrie();
* SetTrieString(filter, "type", "equipment");
* SetTrieValue(filter, "is_buyable", 1);
*
* Store_GetItems(filter, OnItemsLoaded);
*
* public OnItemsLoaded(items[], count, any:data)
* {
* for (new item = 0; item < count; item++)
* {
* decl String:displayName[32];
* Store_GetItemDisplayName(items[item], displayName, sizeof(displayName));
*
* PrintToServer(displayName);
* }
* }
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param filter A trie which will be used to filter the loadouts returned.
* @param callback A callback which will be called when the items are loaded.
* @param loadFromCache Whether to load items from cache. If false, the method will
* query the database and rebuild its cache.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetItems(Handle:filter = INVALID_HANDLE, Store_GetItemsCallback:callback = Store_GetItemsCallback:INVALID_HANDLE, bool:loadFromCache = true, any:data = 0);
/**
* Retrieves an item's name by its ID.
*
* The difference between an item's name and an item's display name is
* that its name is a lowered-case unique identifier of it, and
* its display name is what actually displayed in the store UI (which
* doesnt has to be unique).
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param name Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemName(id, String:name[], maxlength);
/**
* Retrieves an item's display name by its ID.
*
* The difference between an item's name and an item's display name is
* that its name is a lowered-case unique identifier of it, and
* its display name is what actually displayed in the store UI (which
* doesnt has to be unique).
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param displayName Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemDisplayName(id, String:displayName[], maxlength);
/**
* Retrieves an item's description by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param description Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemDescription(id, String:description[], maxlength);
/**
* Retrieves an item's type by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param type Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemType(id, String:type[], maxlength);
/**
* Retrieves an item's loadout slot by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param loadoutSlot Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemLoadoutSlot(id, String:loadoutSlot[], maxlength);
/**
* Retrieves an item's price by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
*
* @return The item's price.
*/
native Store_GetItemPrice(id);
/**
* Retrieves an item's category by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
*
* @return The item's category ID.
*/
native Store_GetItemCategory(id);
/**
* Determines whether or not an item is buyable.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Item's ID.
*
* @return True if buyable, false otherwise.
*/
native bool:Store_IsItemBuyable(id);
/**
* Determines whether or not an item is tradeable.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Item's ID.
*
* @return True if tradeable, false otherwise.
*/
native bool:Store_IsItemTradeable(id);
/**
* Determines whether or not an item is refundable.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Item's ID.
*
* @return True if refundable, false otherwise.
*/
native bool:Store_IsItemRefundable(id);
/**
* Retrieves loadouts from the database.
*
* The store-backend module builds a cache of the loadouts retrieved the first time
* this method is called, for faster access the next time it's called.
*
* You can set the loadFromCache parameter of this method to false to retrieve loadouts
* from the database and not from the cache.
*
* You can use the filter parameter to filter loadouts returned by the following properties:
* - game (string)
* - team (cell)
* - class (string)
*
* To use it, set it to a trie with some or all of the above properties.
* IMPORTANT: You are *not* resposible for closing the filter trie's handle,
* the store-backend module is.
*
* The store-loadout module calls this method when it is loaded to build a cache of
* loadouts.
*
* To use this method, you can provide a callback for when the items are loaded.
* The callback will provide an array of the loadouts' IDs. You can then loop the array,
* and find info about each item using the Store_GetLoadout* methods.
*
* For example:
*
* new Handle:filter = CreateTrie();
* SetTrieString(filter, "game", "tf");
* SetTrieValue(filter, "team", GetClientTeam(client));
*
* Store_GetLoadouts(filter, OnLoadoutsLoaded);
*
* public OnLoadoutsLoaded(loadouts[], count, any:data)
* {
* for (new loadout = 0; loadout < count; loadout++)
* {
* decl String:displayName[32];
* Store_GetLoadoutDisplayName(loadouts[loadout], displayName, sizeof(displayName));
*
* PrintToServer(displayName);
* }
* }
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param filter A trie which will be used to filter the loadouts returned.
* @param callback A callback which will be called when the items are loaded.
* @param loadFromCache Whether to load items from cache. If false, the method will
* query the database and rebuild its cache.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetLoadouts(Handle:filter = INVALID_HANDLE, Store_GetItemsCallback:callback, bool:loadFromCache = true, any:data = 0);
/**
* Retrieves a loadout's display name by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all loadouts.
*
* @param id Category's ID.
* @param displayName Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetLoadoutDisplayName(id, String:displayName[], maxlength);
/**
* Retrieves a loadout's game by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all loadouts.
*
* @param id Category's ID.
* @param game Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetLoadoutGame(id, String:game[], maxlength);
/**
* Retrieves a loadout's class by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all loadouts.
*
* @param id Category's ID.
* @param class Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetLoadoutClass(id, String:class[], maxlength);
/**
* Retrieves a loadout's team by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all loadouts.
*
* @param id Category's ID.
*
* @return The loadout's team.
*/
native Store_GetLoadoutTeam(id);
/**
* Retrieves items of a specific player in a specific category.
*
* To use this method, you can provide a callback for when the items are loaded.
* The callback will provide an array of the items' IDs. You can then loop the array,
* and find info about each item using the Store_GetItem* methods.
*
* You can use the filter parameter to filter items returned by the following properties:
* - category_id (cell)
* - is_buyable (cell)
* - is_tradeable (cell)
* - is_refundable (cell)
* - type (string)
*
* To use it, set it to a trie with some or all of the above properties.
* IMPORTANT: You are *not* resposible for closing the filter trie's handle,
* the store-backend module is.
*
* The items returned by this method are grouped by the item's name. That means that
* if a player has multiple items with the same name (the unique identifier of the item, NOT its
* display name), then the array will only have one element of that item.
*
* To determine how many items the player has of the same name, the callback provides the
* itemCount[] array.
*
* To deremine whether or not an item is equipped in the loadout specified, the callback
* provides the equipped[] array.
*
* For example:
*
* new Handle:filter = CreateTrie();
* SetTrieString(filter, "type", "equipment");
* SetTrieValue(filter, "is_refundable", 1);
*
* Store_GetUserItems(filter,
* Store_GetClientAccountID(client),
* Store_GetClientLoadout(client),
* GetUserItemsCallback);
*
* public GetUserItemsCallback(items[], bool:equipped[], itemCount[], count, loadoutId, any:data)
* {
* PrintToServer("Player's Inventory");
*
* for (new item = 0; item < count; item++)
* {
* decl String:displayName[32];
* Store_GetItemDisplayName(items[item], displayName, sizeof(displayName));
*
* PrintToServer("Item: %s, Equipped: %b, Count: %d", displayName, equipped[item], itemCount[item]);
* }
* }
*
* For a full example of a usage of this method, see the store-inventory module.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param filter A trie which will be used to filter the loadouts returned.
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param loadoutId The loadout which will be used to determine whether an item is equipped or not.
* @param callback A callback which will be called when the items are loaded.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetUserItems(Handle:filter, accountId, loadoutId, Store_GetUserItemsCallback:callback, any:data = 0);
/**
* Retrieves the amount of the same item a user has.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemName The name of the item.
* @param callback A callback which will be called when the items are loaded.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetUserItemCount(accountId, const String:itemName[], Store_GetUserItemCountCallback:callback, any:data = 0);
/**
* Retrieves the amount of credits that a player currently has.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param callback A callback which will be called when the credits amount is loaded.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetCredits(accountId, Store_GetCreditsCallback:callback, any:data = 0);
/**
* Gives a player a specific amount of credits.
*
* You can also set the credits parameter to a negative value to take credits
* from the player.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param credits The amount of credits to give to the player.
* @param callback A callback which will be called when the operation is finished.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GiveCredits(accountId, credits, Store_GiveCreditsCallback:callback = Store_GiveCreditsCallback:INVALID_HANDLE, any:data = 0);
/**
* Gives multiple players a specific amount of credits.
*
* You can also set the credits parameter to a negative value to take credits
* from the players.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountIds The account IDs of the players, use Store_GetClientAccountID to convert a client index to account ID.
* @param accountIdsLength Players count.
* @param credits The amount of credits to give to the players.
*
* @noreturn
*/
native Store_GiveCreditsToUsers(accountIds[], accountIdsLength, credits);
/**
* Gives multiple players different amounts of credits.
*
* You can also set the credits parameter to a negative value to take credits
* from the players.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountIds The account IDs of the players, use Store_GetClientAccountID to convert a client index to account ID.
* @param accountIdsLength Players count.
* @param credits Amount of credits per player.
*
* @noreturn
*/
native Store_GiveDifferentCreditsToUsers(accountIds[], accountIdsLength, credits[]);
/**
* Gives player an item.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemId The ID of the item to give to the player.
* @param aquireMethod
* @param callback A callback which will be called when the operation is finished.
* @param plugin The plugin owner of the callback.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GiveItem(accountId, itemId, Store_AquireMethod:aquireMethod = Store_Unknown, Store_GiveCreditsCallback:callback = Store_GiveCreditsCallback:INVALID_HANDLE, any:data = 0);
/**
* Buys an item for a player, using his credits.
*
* To determine whether or not the process of buying that item was successful,
* use the 'success' parameter that is provided by the callback.
* A false value of that parameter probably means that the user didn't have enough credits.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemId The ID of the item to buy.
* @param callback A callback which will be called when the operation is finished.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_BuyItem(accountId, itemId, Store_BuyItemCallback:callback, any:data = 0);
/**
* Removes one copy of an item from a player's inventory.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemId The ID of the item to use.
* @param callback A callback which will be called when the operation is finished.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_RemoveUserItem(accountId, itemId, Store_UseItemCallback:callback, any:data = 0);
/**
* Changes item equipped state in a specific loadout for a player.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemId The ID of the item to change equipped state to.
* @param loadoutId The loadout to equip the item in.
* @param isEquipped Whether or not the item is equipped in the specified loadout.
* @param callback A callback which will be called when the operation is finished.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_SetItemEquippedState(accountId, itemId, loadoutId, bool:isEquipped, Store_EquipItemCallback:callback, any:data = 0);
/**
* Retrieves equipped items of a specific player in a specific type.
*
* To use this method, you can provide a callback for when the items are loaded.
* The callback will provide an array of the items' IDs. You can then loop the array,
* and find info about each item using the Store_GetItem* methods.
*
* The items returned by this method are grouped by the item's name. That means that
* if a player has multiple items with the same name (the unique identifier of the item, NOT its
* display name), then the array will only have one element of that item.
*
* To determine how many items the player has of the same name, the callback provides the
* itemCount[] array.
*
* To deremine whether or not an item is equipped in the loadout specified, the callback
* provides the equipped[] array.
*
* For example:
*
* Store_GetUserItems(Store_GetClientAccountID(client),
* categoryId,
* Store_GetClientLoadout(client),
* GetUserItemsCallback);
*
* public GetUserItemsCallback(items[], bool:equipped[], itemCount[], count, loadoutId, any:data)
* {
* PrintToServer("Player's Inventory");
*
* for (new item = 0; item < count; item++)
* {
* decl String:displayName[32];
* Store_GetItemDisplayName(items[item], displayName, sizeof(displayName));
*
* PrintToServer("Item: %s, Equipped: %b, Count: %d", displayName, equipped[item], itemCount[item]);
* }
* }
*
* For a full example of a usage of this method, see the store-inventory module.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param type The category of the items you want to retrieve.
* @param loadoutId The loadout which will be used to determine whether an item is equipped or not.
* @param callback A callback which will be called when the items are loaded.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetEquippedItemsByType(accountId, const String:type[], loadoutId, Store_GetItemsCallback:callback, any:data = 0);
/**
* Query the database for items and categories, so that
* the store-backend module will have a cache of them.
*
* @noreturn
*/
native Store_ReloadItemCache();
stock Store_GetAccountIDFromAuthString(String:authString[])
{
decl String:toks[3][16];
ExplodeString(authString, ":", toks, sizeof(toks), sizeof(toks[]));
new odd = StringToInt(toks[1]);
new halfAID = StringToInt(toks[2]);
return (halfAID*2) + odd;
}
stock Store_GetClientAccountID(client)
{
decl String:buffer[32];
GetClientAuthString(client, buffer, sizeof(buffer));
return Store_GetAccountIDFromAuthString(buffer);
}
public SharedPlugin:__pl_store_backend =
{
name = "store-backend",
file = "store-backend.smx",
#if defined REQUIRE_PLUGIN
required = 1,
#else
required = 0,
#endif
};
#if defined REQUIRE_PLUGIN
public __pl_store_backend_SetNTVOptional()
{
MarkNativeAsOptional("Store_Register");
MarkNativeAsOptional("Store_RegisterClient");
MarkNativeAsOptional("Store_GetCategories");
MarkNativeAsOptional("Store_GetCategoryDisplayName");
MarkNativeAsOptional("Store_GetCategoryDescription");
MarkNativeAsOptional("Store_GetItems");
MarkNativeAsOptional("Store_GetItemDisplayName");
MarkNativeAsOptional("Store_GetItemDescription");
MarkNativeAsOptional("Store_GetItemType");
MarkNativeAsOptional("Store_GetItemLoadoutSlot");
MarkNativeAsOptional("Store_GetItemPrice");
MarkNativeAsOptional("Store_GetItemAttributes");
MarkNativeAsOptional("Store_IsItemTradeable");
MarkNativeAsOptional("Store_IsItemBuyable");
MarkNativeAsOptional("Store_IsItemRefundable");
MarkNativeAsOptional("Store_GetUserItems");
MarkNativeAsOptional("Store_GetUserItemCount");
MarkNativeAsOptional("Store_GetCredits");
MarkNativeAsOptional("Store_GiveCredits");
MarkNativeAsOptional("Store_GiveCreditsToUsers");
MarkNativeAsOptional("Store_GiveDifferentCreditsToUsers");
MarkNativeAsOptional("Store_BuyItem");
MarkNativeAsOptional("Store_RemoveUserItem");
MarkNativeAsOptional("Store_SetItemEquippedState");
MarkNativeAsOptional("Store_GetEquippedItemsByType");
MarkNativeAsOptional("Store_ReloadItemCache");
}
#endif