Exemple #1
0
        /*
         *  Player data that needs to be called by an external function and doesn't need to keep track of this data
         *  every second.
         */
        public GameStructs.Gear GetPlayerGear()
        {
            Int64 PlayerGearBase = Scanner.READ_MULTILEVEL_PTR(Address.BASE + Address.EQUIPMENT_OFFSET, Address.Offsets.PlayerGearOffsets);

            // Helm
            GameStructs.Armor Helm = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase),
                Decorations = GetDecorationsFromGear(PlayerGearBase, 0)
            };

            // Chest
            GameStructs.Armor Chest = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0x4),
                Decorations = GetDecorationsFromGear(PlayerGearBase + 0x4, 1)
            };

            // Arms
            GameStructs.Armor Arms = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0x8),
                Decorations = GetDecorationsFromGear(PlayerGearBase + 0x8, 2)
            };

            // Waist
            GameStructs.Armor Waist = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0xC),
                Decorations = GetDecorationsFromGear(PlayerGearBase + 0xC, 3)
            };

            // Waist
            GameStructs.Armor Legs = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0x10),
                Decorations = GetDecorationsFromGear(PlayerGearBase + 0x10, 4)
            };

            // Gets player weapon info
            GameStructs.Weapon WeaponInfo = new GameStructs.Weapon()
            {
                ID = Scanner.READ_INT(PlayerGearBase)
            };

            GameStructs.Gear PlayerGear = new GameStructs.Gear();
            return(PlayerGear);
        }
Exemple #2
0
        /*
         *  Player data that needs to be called by an external function and doesn't need to keep track of this data
         *  every second.
         */
        public GameStructs.Gear GetPlayerGear()
        {
            Int64 PlayerGearBase = Scanner.READ_MULTILEVEL_PTR(Address.BASE + Address.EQUIPMENT_OFFSET, Address.Offsets.PlayerGearOffsets);

            // Helm
            GameStructs.Armor Helm = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase),
                Decorations = GetDecorationsFromGear(PlayerGearBase, 0)
            };

            // Chest
            GameStructs.Armor Chest = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0x4),
                Decorations = GetDecorationsFromGear(PlayerGearBase, 1)
            };

            // Arms
            GameStructs.Armor Arms = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0x8),
                Decorations = GetDecorationsFromGear(PlayerGearBase, 2)
            };

            // Waist
            GameStructs.Armor Waist = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0xC),
                Decorations = GetDecorationsFromGear(PlayerGearBase, 3)
            };

            // Waist
            GameStructs.Armor Legs = new GameStructs.Armor()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0x10),
                Decorations = GetDecorationsFromGear(PlayerGearBase, 4)
            };

            // Charm
            GameStructs.Charm Charm = new GameStructs.Charm()
            {
                ID = Scanner.READ_INT(PlayerGearBase + 0x14)
            };

            // Weapon
            GameStructs.Weapon Weapon = new GameStructs.Weapon()
            {
                Type           = Scanner.READ_INT(PlayerGearBase + 0x124),
                ID             = Scanner.READ_INT(PlayerGearBase + 0x128),
                Decorations    = GetWeaponDecorations(PlayerGearBase + 0x128),
                NewAugments    = GetWeaponNewAugments(PlayerGearBase + 0x128),
                Awakenings     = GetWeaponAwakenedSkills(PlayerGearBase + 0x128),
                CustomAugments = GetCustomAugments(PlayerGearBase + 0x128),
                BowgunMods     = GetBowgunMods(PlayerGearBase + 0x128)
            };

            // Primary Tool
            GameStructs.SpecializedTool PrimaryTool = new GameStructs.SpecializedTool()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0x158),
                Decorations = GetMantleDecorations(PlayerGearBase + 0x164)
            };

            // Secondary Tool
            GameStructs.SpecializedTool SecondaryTool = new GameStructs.SpecializedTool()
            {
                ID          = Scanner.READ_INT(PlayerGearBase + 0x15C),
                Decorations = GetMantleDecorations(PlayerGearBase + 0x170)
            };
            // Now we put all the data in the player gear struct
            GameStructs.Gear PlayerGear = new GameStructs.Gear()
            {
                Helmet           = Helm,
                Chest            = Chest,
                Hands            = Arms,
                Waist            = Waist,
                Legs             = Legs,
                Charm            = Charm,
                Weapon           = Weapon,
                SpecializedTools = new GameStructs.SpecializedTool[2] {
                    PrimaryTool, SecondaryTool
                }
            };
            return(PlayerGear);
        }