/// <summary>
        /// Set up this function by copying over an array of Sonic Adventure physics.
        /// </summary>
        public FixedArrayPtr()
        {
            // Read in the Sonic Adventure physics array from file, then copy over to self-allocated memory.
            byte[] bytes = File.ReadAllBytes("phys.bin");

            _currentProcess        = new Reloaded.Memory.Sources.Memory();
            _adventurePhysicsArray = _currentProcess.Allocate(bytes.Length);
            _currentProcess.WriteRaw(_adventurePhysicsArray, bytes);
            _fixedArrayPtr = new FixedArrayPtr <AdventurePhysics>((ulong)_adventurePhysicsArray, PhysicsArrayLength);
        }
Example #2
0
        /// <summary>
        /// Set up this function by copying over an array of Sonic Adventure physics.
        /// </summary>
        public IArrayPtrGenerator()
        {
            // Read in the Sonic Adventure physics array from file, then copy over to self-allocated memory.
            byte[] bytes = File.ReadAllBytes("phys.bin");

            AdventurePhysicsArray = CurrentProcess.Allocate(bytes.Length);
            CurrentProcess.WriteRaw(AdventurePhysicsArray, bytes);

            _data = new List <object[]>
            {
                new object[] { new Reloaded.Memory.Pointers.ArrayPtr <AdventurePhysics>((ulong)AdventurePhysicsArray, false, CurrentProcess) },
                new object[] { new Reloaded.Memory.Pointers.FixedArrayPtr <AdventurePhysics>((ulong)AdventurePhysicsArray, 10, false, CurrentProcess) }
            };
        }