Call lobby invite callback when friend is invited.
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			@ -1073,18 +1073,27 @@ void Callback(Common_Message *msg)
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    if (msg->has_friend_messages()) {
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        if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) {
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            PRINT_DEBUG("Steam_Friends Got Lobby Invite\n");
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            if (overlay->Ready())
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            {
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                //TODO: the user should accept the invite first but we auto accept it because there's no gui yet
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                // Then we will handle it !
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                overlay->SetLobbyInvite(*find_friend(static_cast<uint64>(msg->source_id())), msg->friend_messages().lobby_id());
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            }
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            else
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            {
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                GameLobbyJoinRequested_t data;
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                data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
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                data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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            Friend *f = find_friend(msg->source_id());
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            if (f) {
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                LobbyInvite_t data;
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                data.m_ulSteamIDUser = msg->source_id();
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                data.m_ulSteamIDLobby = msg->friend_messages().lobby_id();
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                data.m_ulGameID = f->appid();
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                callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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                if (overlay->Ready())
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                {
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                    //TODO: the user should accept the invite first but we auto accept it because there's no gui yet
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                    // Then we will handle it !
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                    overlay->SetLobbyInvite(*find_friend(static_cast<uint64>(msg->source_id())), msg->friend_messages().lobby_id());
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                }
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                else
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                {
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                    GameLobbyJoinRequested_t data;
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                    data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
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                    data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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                    callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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                }
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            }
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        }
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