private BattleActor[] GetActors(int start, int count)
        {
            var acts = new BattleActor[count];

            for (var i = 0; i < count; ++i)
            {
                var offset = start + i * BattleMapActorOffsets.ActorLength;
                var a      = new Span <byte>(_map, offset, BattleMapActorOffsets.ActorLength)
                             .ToArray()
                             .ToType <BattleActor>();
                acts[i] = a;
            }

            return(acts);
        }
        private BattleActor[] GetActors(int start, int count)
        {
            var acts = new BattleActor[count];

            for (var i = 0; i < count; ++i)
            {
                var offset = start + i * BattleMapActorOffsets.ActorLength;
                var a      = new BattleActor
                {
                    CurrentHp = BitConverter.ToInt32(_map, offset + BattleMapActorOffsets.CurrentHp),
                    MaxHp     = BitConverter.ToInt32(_map, offset + BattleMapActorOffsets.MaxHp),
                    CurrentMp = BitConverter.ToInt16(_map, offset + BattleMapActorOffsets.CurrentMp),
                    MaxMp     = BitConverter.ToInt16(_map, offset + BattleMapActorOffsets.MaxMp),
                    Level     = _map[BattleMapActorOffsets.Level],
                    Status    = (StatusEffect)BitConverter.ToUInt32(_map, offset + BattleMapActorOffsets.Status),
                    IsBackRow = (_map[offset + BattleMapActorOffsets.Row] & 0x40) == 0x40
                };
                acts[i] = a;
            }

            return(acts);
        }