Esempio n. 1
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 void ProcessQuests(D2GameInfo gameInfo)
 {
     gameQuests = new List <QuestCollection>();
     if (ReadFlags.HasFlag(DataReaderEnableFlags.QuestBuffers))
     {
         gameQuests = ReadQuests(gameInfo);
     }
 }
Esempio n. 2
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 List <int> ProcessInventoryItemIds()
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.InventoryItemIds)
         ? ReadInventoryItemIds()
         : new List <int>());
 }
Esempio n. 3
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 Dictionary <BodyLocation, string> ProcessEquippedItemStrings()
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.EquippedItemStrings)
         ? ReadEquippedItemStrings()
         : new Dictionary <BodyLocation, string>());
 }
Esempio n. 4
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 GameDifficulty ProcessCurrentDifficulty(D2GameInfo gameInfo)
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.CurrentDifficulty)
         ? (GameDifficulty)gameInfo.Game.Difficulty
         : GameDifficulty.Normal);
 }
Esempio n. 5
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 int ProcessCurrentPlayersX()
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.CurrentPlayersX)
         ? Math.Max(reader.ReadByte(memory.Address.PlayersX, AddressingMode.Relative), (byte)1)
         : -1);
 }
Esempio n. 6
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 int ProcessCurrentArea()
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.CurrentArea)
         ? reader.ReadByte(memory.Address.Area, AddressingMode.Relative)
         : -1);
 }
Esempio n. 7
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 List <QuestCollection> ProcessQuests(D2GameInfo gameInfo)
 {
     return(ReadFlags.HasFlag(DataReaderEnableFlags.QuestBuffers)
         ? ReadQuests(gameInfo)
         : new List <QuestCollection>());
 }
Esempio n. 8
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        List <int> ProcessInventoryItemIds()
        {
            var enabled = ReadFlags.HasFlag(DataReaderEnableFlags.InventoryItemIds);

            return(enabled ? ReadInventoryItemIds() : new List <int>());
        }
Esempio n. 9
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 void ProcessCurrentDifficulty(D2GameInfo gameInfo)
 {
     currentDifficulty = ReadFlags.HasFlag(DataReaderEnableFlags.CurrentDifficulty)
         ? (GameDifficulty)gameInfo.Game.Difficulty : GameDifficulty.Normal;
 }