internal void RefreshMovementCache() { if (DateTime.Now.Subtract(LastUpdatedMovementData).TotalMilliseconds < 150) { return; } LastUpdatedMovementData = DateTime.Now; //These vars are used to accuratly predict what the bot is doing (Melee Movement/Combat) using (ZetaDia.Memory.AcquireFrame()) { // If we aren't in the game of a world is loading, don't do anything yet if (!ZetaDia.IsInGame || ZetaDia.IsLoadingWorld) { return; } try { ActorMovement botMovement = ZetaDia.Me.Movement; isMoving = botMovement.IsMoving; curSpeedXY = botMovement.SpeedXY; curRotation = botMovement.Rotation; curMoveState = botMovement.MovementState; stuckflags = botMovement.StuckFlags; } catch { } } }
private void RefreshMovementCache() { LastUpdatedMovementData = DateTime.Now; //These vars are used to accuratly predict what the bot is doing (Melee Movement/Combat) using (ZetaDia.Memory.AcquireFrame()) { // If we aren't in the game of a world is loading, don't do anything yet if (!ZetaDia.IsInGame || ZetaDia.IsLoadingWorld) { return; } try { ActorMovement botMovement = ZetaDia.Me.Movement; isMoving = botMovement.IsMoving; curMoveState = botMovement.MovementState; stuckflags = botMovement.StuckFlags; } catch { } } }
internal void RefreshMovementCache() { if (DateTime.Now.Subtract(LastUpdatedMovementData).TotalMilliseconds < 150) return; LastUpdatedMovementData = DateTime.Now; //These vars are used to accuratly predict what the bot is doing (Melee Movement/Combat) using (ZetaDia.Memory.AcquireFrame()) { // If we aren't in the game of a world is loading, don't do anything yet if (!ZetaDia.IsInGame || ZetaDia.IsLoadingWorld) return; try { ActorMovement botMovement = ZetaDia.Me.Movement; isMoving = botMovement.IsMoving; curSpeedXY = botMovement.SpeedXY; curRotation = botMovement.Rotation; curMoveState = botMovement.MovementState; stuckflags = botMovement.StuckFlags; } catch { } } }
private void RefreshMovementCache() { LastUpdatedMovementData = DateTime.Now; //These vars are used to accuratly predict what the bot is doing (Melee Movement/Combat) using (ZetaDia.Memory.AcquireFrame()) { // If we aren't in the game of a world is loading, don't do anything yet if (!ZetaDia.IsInGame || ZetaDia.IsLoadingWorld) return; try { ActorMovement botMovement = ZetaDia.Me.Movement; isMoving = botMovement.IsMoving; curMoveState=botMovement.MovementState; stuckflags = botMovement.StuckFlags; } catch { } } }