/// <summary> /// This call refreshes important variables such as IGT. /// </summary> /// <param name="cToken"></param> public void RefreshSlim() { // IGT IGTRunningTimer = PointerIGT.DerefLong(0x18); IGTCutsceneTimer = PointerIGT.DerefLong(0x20); IGTMenuTimer = PointerIGT.DerefLong(0x28); IGTPausedTimer = PointerIGT.DerefLong(0x30); }
/// <summary> /// /// </summary> public void UpdatePointers() { PointerIGT.UpdatePointers(); PointerPlayerHP.UpdatePointers(); PointerPlayerPoison.UpdatePointers(); PointerRank.UpdatePointers(); for (int i = 0; i < PointerEnemyEntries.Length; ++i) { PointerEnemyEntries[i].UpdatePointers(); } for (int i = 0; i < PointerInventoryEntries.Length; ++i) { PointerInventoryEntries[i].UpdatePointers(); } }
/// <summary> /// /// </summary> public void UpdatePointers() { PointerIGT.UpdatePointers(); PointerPlayerHP.UpdatePointers(); PointerPlayerPoison.UpdatePointers(); PointerRank.UpdatePointers(); PointerEnemyEntryCount.UpdatePointers(); GenerateEnemyEntries(); // This has to be here for the next part. for (int i = 0; i < PointerEnemyEntries.Length; ++i) { PointerEnemyEntries[i].UpdatePointers(); } for (int i = 0; i < PointerInventoryEntries.Length; ++i) { PointerInventoryEntries[i].UpdatePointers(); } }