// Currently unused since writing all coords at once is funky and reading them back out afterwards creates an infinite loop private void WriteCoords() { float floatX = (float)SysBotHunterCoordXCount.Value; float floatY = (float)SysBotHunterCoordYCount.Value; float floatZ = (float)SysBotHunterCoordZCount.Value; byte[] Bytes = BytesHandler.CombineArrays(BitConverter.GetBytes(floatX), BitConverter.GetBytes(floatY), BitConverter.GetBytes(floatZ)); sb.WriteBytesAbsolute(Bytes, OffsetHunterCoordX); }
private void SysBotPouchItem5Count_ValueChanged(object sender, EventArgs e) { BytesHandler.WriteUInt((uint)SysBotPouchItem5Count.Value, OffsetPouchItemCounts[4], sb); }
private void SysBotHunterCoordZCount_ValueChanged(object sender, EventArgs e) { BytesHandler.WriteFloat((float)SysBotHunterCoordZCount.Value, OffsetHunterCoordZ, sb); }
private void SysBotHunterHPCount_ValueChanged(object sender, EventArgs e) { BytesHandler.WriteUInt((uint)SysBotHunterHPCount.Value, OffsetHunterHP, sb); BytesHandler.WriteUInt((uint)SysBotHunterHPCount.Value, OffsetHunterHPRecoverable, sb); BytesHandler.WriteUInt(GlobalVariables.MaxHP, OffsetHunterHPMax, sb); }
// HP writing private void SysBotMonster1HPCount_ValueChanged(object sender, EventArgs e) { BytesHandler.WriteFloat((float)SysBotMonster1HPCount.Value, OffsetMonster1HP, sb); }
private void SysBotPlaytimeCount_ValueChanged(object sender, EventArgs e) { BytesHandler.WriteUInt((uint)SysBotPlaytimeCount.Value, OffsetPlaytime, sb); }
private void SysBotCapturedTotalCount_ValueChanged(object sender, EventArgs e) { BytesHandler.WriteUInt((uint)SysBotCapturedTotalCount.Value, OffsetCapturedTotal, sb); }
private void SysBotArenaQuestCount_ValueChanged(object sender, EventArgs e) { BytesHandler.WriteUInt((uint)SysBotArenaQuestCount.Value, OffsetArenaQuestCount, sb); }