public override void Pulse() { syncApi.heartbeat(processId); //TODO: Do something in case false is returned if (myState == Client.State.QUESTING) { if (Me.CurrentTarget != null && Me.CurrentTarget.QuestGiverStatus == QuestGiverStatus.TurnIn) { if (Me.CurrentTarget.WithinInteractRange) { WoWMovement.MoveStop(); currentProfile = ProfileManager.XmlLocation; ProfileManager.LoadEmpty(); myState = Client.State.WAITING; } } } else if (myState == Client.State.WAITING) { if (syncApi.canTurnIn(processId, 0)) { ProfileManager.LoadNew(currentProfile); myState = Client.State.TURNEDIN; } } else { if (!syncApi.canContinueQuesting(processId)) { //Find a way to check if the quest has been turned in yet WoWMovement.MoveStop(); currentProfile = ProfileManager.XmlLocation; ProfileManager.LoadEmpty(); } else { ProfileManager.LoadNew(currentProfile); myState = Client.State.QUESTING; } } }
public RAFQuestingMain() { processId = Process.GetCurrentProcess().Id; myState = Client.State.QUESTING; }
private static void Client_OnResponse(Client.State s) { }
private void Chat_OnResponse(Client.State obj) { Console.WriteLine(obj.sb.ToString()); }
/// <summary> /// constructor for connection event /// </summary> /// <param name="state"></param> public ConnectionEventArgs(Client.State state) { m_State = state; }