Example #1
0
 void ProcessQuests(D2GameInfo gameInfo)
 {
     gameQuests = new List <QuestCollection>();
     if (ReadFlags.HasFlag(DataReaderEnableFlags.QuestBuffers))
     {
         gameQuests = ReadQuests(gameInfo);
     }
 }
 List <int> ProcessInventoryItemIds()
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.InventoryItemIds)
         ? ReadInventoryItemIds()
         : new List <int>());
 }
 Dictionary <BodyLocation, string> ProcessEquippedItemStrings()
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.EquippedItemStrings)
         ? ReadEquippedItemStrings()
         : new Dictionary <BodyLocation, string>());
 }
 GameDifficulty ProcessCurrentDifficulty(D2GameInfo gameInfo)
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.CurrentDifficulty)
         ? (GameDifficulty)gameInfo.Game.Difficulty
         : GameDifficulty.Normal);
 }
 int ProcessCurrentPlayersX()
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.CurrentPlayersX)
         ? Math.Max(reader.ReadByte(memory.Address.PlayersX, AddressingMode.Relative), (byte)1)
         : -1);
 }
 int ProcessCurrentArea()
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.CurrentArea)
         ? reader.ReadByte(memory.Address.Area, AddressingMode.Relative)
         : -1);
 }
 List <QuestCollection> ProcessQuests(D2GameInfo gameInfo)
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.QuestBuffers)
         ? ReadQuests(gameInfo)
         : new List <QuestCollection>());
 }
Example #8
0
        List <int> ProcessInventoryItemIds()
        {
            var enabled = ReadFlags.HasFlag(DataReaderEnableFlags.InventoryItemIds);

            return(enabled ? ReadInventoryItemIds() : new List <int>());
        }
Example #9
0
 void ProcessCurrentDifficulty(D2GameInfo gameInfo)
 {
     currentDifficulty = ReadFlags.HasFlag(DataReaderEnableFlags.CurrentDifficulty)
         ? (GameDifficulty)gameInfo.Game.Difficulty : GameDifficulty.Normal;
 }