public CgLevelId Level() { //Tinertia.instance.currentLevel.isWorld bool isWorld = Tinertia.Read <bool>(Program, 0x0, 0x2c, 0xa4); //Tinertia.instance.currentLevel.currentSectionIndex int currentSection = Tinertia.Read <int>(Program, 0x0, 0x2c, 0x8c); if (isWorld) { //Tinertia.instance.currentLevel.worldLevels[currentSection].id CgLevelId worldid = (CgLevelId)Tinertia.Read <int>(Program, 0x0, 0x2c, 0xc0, 0x10 + (currentSection * 4), 0x6c); if (worldid == CgLevelId.NULL) { if (Enum.TryParse <CgLevelId>(Tinertia.Read(Program, 0x0, 0x2c, 0xc8, 0x10 + (currentSection * 4), 0x8), out worldid)) { return(worldid); } } return(worldid); } return((CgLevelId)Tinertia.Read <int>(Program, 0x0, 0x2c, 0xd4)); }
public WorldId World() { CgLevelId id = Level(); switch (id) { case CgLevelId.StartScreen: case CgLevelId.MainMenu: return(WorldId.Menu); case CgLevelId.Core_01: case CgLevelId.Core_02: case CgLevelId.Core_03: case CgLevelId.Core_04: case CgLevelId.Core_05: case CgLevelId.Core_06: case CgLevelId.Core_07: case CgLevelId.Core_08: case CgLevelId.Core_09: case CgLevelId.Core_Boss: return(WorldId.Core); case CgLevelId.Mines_01: case CgLevelId.Mines_02: case CgLevelId.Mines_03: case CgLevelId.Mines_04: case CgLevelId.Mines_05: case CgLevelId.Mines_06: case CgLevelId.Mines_07: case CgLevelId.Mines_08: case CgLevelId.Mines_09: case CgLevelId.Mines_Boss: return(WorldId.Mines); case CgLevelId.Sewers_01: case CgLevelId.Sewers_02: case CgLevelId.Sewers_03: case CgLevelId.Sewers_04: case CgLevelId.Sewers_05: case CgLevelId.Sewers_06: case CgLevelId.Sewers_07: case CgLevelId.Sewers_08: case CgLevelId.Sewers_09: case CgLevelId.Sewers_Boss: return(WorldId.Sewers); case CgLevelId.Slums_01: case CgLevelId.Slums_02: case CgLevelId.Slums_03: case CgLevelId.Slums_04: case CgLevelId.Slums_05: case CgLevelId.Slums_06: case CgLevelId.Slums_07: case CgLevelId.Slums_08: case CgLevelId.Slums_09: case CgLevelId.Slums_Boss: return(WorldId.Slums); case CgLevelId.Factory_01: case CgLevelId.Factory_02: case CgLevelId.Factory_03: case CgLevelId.Factory_04: case CgLevelId.Factory_05: case CgLevelId.Factory_06: case CgLevelId.Factory_07: case CgLevelId.Factory_08: case CgLevelId.Factory_09: case CgLevelId.Factory_Boss: return(WorldId.Factory); case CgLevelId.Buildings_01: case CgLevelId.Buildings_02: case CgLevelId.Buildings_03: case CgLevelId.Buildings_04: case CgLevelId.Buildings_05: case CgLevelId.Buildings_06: case CgLevelId.Buildings_07: case CgLevelId.Buildings_08: case CgLevelId.Buildings_09: case CgLevelId.Buildings_Boss: return(WorldId.Buildings); case CgLevelId.Command_01: case CgLevelId.Command_02: case CgLevelId.Command_03: case CgLevelId.Command_04: case CgLevelId.Command_05: case CgLevelId.Command_Boss: return(WorldId.Command); case CgLevelId.Gauntlet: return(WorldId.Guantlet); } return(WorldId.NULL); }