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