private void InfMovement_IsCheckedChanged(object sender, EventArgs e) { if ((bool)InfMovement.IsChecked) { timer.Start(); timer.Elapsed += Timer_Elapsed; } else if ((bool)!InfMovement.IsChecked) { timer.Stop(); GameMemoryAdresses.SetPlayerAvailableMovement(0); } }
private void Timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { GameMemoryAdresses.SetPlayerAvailableMovement(float.MaxValue); }