private void CheckUpdate(SkillResult skillResult) { if (PartyOnly &&//check if party only !(_playerTracker.MyParty(skillResult.SourcePlayer) || _playerTracker.MyParty(skillResult.TargetPlayer))) { return; } if (IsInactiveTimerReached() && skillResult.IsValid()) { CasualMessenger.Instance.ResetPlayerStats(AutosaveEncounters || DamageTracker.IsArchived); } if (!DamageTracker.IsArchived && skillResult.IsValid(DamageTracker?.FirstAttack)) //don't process while viewing a past encounter { DamageTracker.Update(skillResult); if (!skillResult.IsHeal && skillResult.Amount > 0) { _inactivityTimer.Restart(); } PlayerCount = DamageTracker.StatsByUser.Count; } }
private void CheckUpdate(SkillResult skillResult) { if (PartyOnly && !(_playerTracker.MyParty(skillResult.SourcePlayer) || _playerTracker.MyParty(skillResult.TargetPlayer))) { return; } if (SettingsHelper.Instance.Settings.InactivityResetDuration > 0 && _inactivityTimer.Elapsed > TimeSpan.FromSeconds(SettingsHelper.Instance.Settings.InactivityResetDuration) && skillResult.IsValid()) { CasualMessenger.Instance.ResetPlayerStats(AutosaveEncounters || DamageTracker.IsArchived); } if (!DamageTracker.IsArchived && skillResult.IsValid(DamageTracker?.FirstAttack)) //don't process while viewing a past encounter { DamageTracker.Update(skillResult); if (!skillResult.IsHeal && skillResult.Amount > 0) { _inactivityTimer.Restart(); } PlayerCount = DamageTracker.StatsByUser.Count; } }