public void Push(SuitBuildableMyWorldObject item, EquippableSlotFlags slot) { cache[nextOpenCacheIndex].Piece = item; cache[nextOpenCacheIndex].Slot = slot; cache[nextOpenCacheIndex].SpellCount = item.SpellsToUseInSearch.Count; occupiedSlots |= slot; for (int i = 0; i < item.SpellsToUseInSearch.Count; i++) { spells[nextOpenSpellIndex] = item.SpellsToUseInSearch[i]; nextOpenSpellIndex++; } nextOpenCacheIndex++; if (item.ItemSetId != -1) { armorSetCountById[item.ItemSetId]++; } if (item.CalcedStartingArmorLevel > 0) { TotalBaseArmorLevel += (item.CalcedStartingArmorLevel * slot.GetTotalBitsSet()); } if (slot.IsBodyArmor()) { TotalBodyArmorPieces++; } }
public void Push(SuitBuildableMyWorldObject item, EquippableSlotFlags slot) { cache[nextOpenCacheIndex].Piece = item; cache[nextOpenCacheIndex].Slot = slot; cache[nextOpenCacheIndex].SpellCount = item.SpellsToUseInSearch.Count; occupiedSlots |= slot; for (int i = 0; i < item.SpellsToUseInSearch.Count; i++) { spells[nextOpenSpellIndex] = item.SpellsToUseInSearch[i]; nextOpenSpellIndex++; } nextOpenCacheIndex++; if (item.ItemSetId != -1) armorSetCountById[item.ItemSetId]++; if (item.CalcedStartingArmorLevel > 0) TotalBaseArmorLevel += (item.CalcedStartingArmorLevel * slot.GetTotalBitsSet()); if (slot.IsBodyArmor()) TotalBodyArmorPieces++; }
public void Push(LeanMyWorldObject item, EquippableSlotFlags slot) { slotCache[nextOpenCacheIndex].Piece = item; slotCache[nextOpenCacheIndex].Slot = slot; //slotCache[nextOpenCacheIndex].SpellCount = item.SpellsToUseInSearch.Count; // Used for the old search compare method occupiedSlots |= slot; // Used for the old search compare method /*for (int i = 0; i < item.SpellsToUseInSearch.Count; i++) * { * spells[nextOpenSpellIndex] = item.SpellsToUseInSearch[i]; * nextOpenSpellIndex++; * }*/ if (nextOpenCacheIndex == 0) { spellBitmaps[nextOpenCacheIndex] = item.SpellBitmap; } else { spellBitmaps[nextOpenCacheIndex] = spellBitmaps[nextOpenCacheIndex - 1] | item.SpellBitmap; } nextOpenCacheIndex++; if (item.ItemSetId != -1) { armorSetCountById[item.ItemSetId]++; } if (item.CalcedStartingArmorLevel > 0) { TotalBaseArmorLevel += (item.CalcedStartingArmorLevel * slot.GetTotalBitsSet()); } if (slot.IsBodyArmor()) { TotalBodyArmorPieces++; } }