/// <summary> /// Get a list of entities /// </summary> /// <returns></returns> public List <ActorItem> GetEntities() { Player = GameMemory.GetPlayer(); List <ActorItem> entities = GameMemory.GetNpcsAroundPlayer(); // remove junk for (var i = 0; i < entities.Count; i++) { ActorItem entity = entities[i]; // check if we're ignoring this entity if (IsIgnored("ENPC", entity)) { entities.RemoveAt(i); continue; } } return(entities); }
/// <summary> /// Scan for entities /// </summary> public void Scan() { Player = GameMemory.GetPlayer(); // get npcs List <ActorItem> entities = GameMemory.GetNpcsAroundPlayer(); if (entities.Count == 0) { return; } // loop through npcs foreach (var entity in entities) { // check if we're ignoring this entity if (IsIgnored("ENPC", entity)) { continue; } // check we havent already tracked it if (list.IndexOf(entity.NPCID2) == -1) { total++; // add to existing list list.Add(entity.NPCID2); LogEntity("ENPC", entity); // add to map App.Instance.MapViewer.AddNpcIcon(entity); App.Instance.labelTotalNpcs.Text = total.ToString(); // save npc to file Saver.SaveNpc(entity); } } }