public static void PopulateWorldObjects(int index, main MAIN) { main.isLoading = true; objects.ObjectInfo obj = MAIN.worldObjects.objList[index]; MAIN.CurWorldObject = index; MAIN.lblOffset.Text = "Location : " + obj.FileAddress + "d"; MAIN.PopulateObjectStaticUI(obj, MAIN.CmbWorldItem_ID, MAIN.ChkWorldEnchanted, MAIN.ChkWorldIsQuant, MAIN.ChkWorldDoorDir, MAIN.ChkWorldInvis, MAIN.NumWorldXPos, MAIN.NumWorldYPos, MAIN.NumWorldZpos, MAIN.NumWorldHeading, MAIN.NumWorldFlags, MAIN.NumWorldQuality, MAIN.NumWorldOwner, MAIN.NumWorldNext, MAIN.NumWorldLink); if (index < 256) { //populate mobile data MAIN.numNPC_HP.Value = obj.npc_hp; MAIN.numProjectile0x9.Value = obj.projectile0x9; MAIN.numUnknown0xA.Value = obj.Unknown0xA; MAIN.numnpc_goal.Value = obj.npc_goal; MAIN.numnpc_gtarg.Value = obj.npc_gtarg; MAIN.numUnknown0xB.Value = obj.Unknown0xB; MAIN.numnpc_level.Value = obj.npc_level; MAIN.numunknown_4_11_0xD.Value = obj.unknown_4_11_0xD; MAIN.numunknown_12_0xD.Value = obj.unknown_12_0xD; MAIN.numnpc_talked_to.Value = obj.npc_talked_to; MAIN.numnpc_attitude.Value = obj.npc_attitude; MAIN.numunknown_0_5_0xF.Value = obj.unknown_0_5_0xF; MAIN.numnpc_height.Value = obj.npc_height; MAIN.numunknown_13_15_0xF.Value = obj.unknown_13_15_0xF; MAIN.numunknown_0x11.Value = obj.unknown_0x11; MAIN.numunknown_0x12.Value = obj.unknown_0x12; MAIN.numunknown_0_6_0x13.Value = obj.unknown_0_6_0x13; MAIN.numunknown_7_7_0x13.Value = obj.unknown_7_7_0x13; MAIN.numunknown_0x14.Value = obj.unknown_0x14; MAIN.numunknown_0x15.Value = obj.unknown_0x15; MAIN.numunknown_0_3_0x16.Value = obj.unknown_0_3_0x16; MAIN.numnpc_yhome.Value = obj.npc_yhome; MAIN.numnpc_xhome.Value = obj.npc_xhome; MAIN.numnpc_heading.Value = obj.npc_heading; MAIN.numunknown_5_7_0x18.Value = obj.unknown_5_7_0x18; MAIN.numnpc_hunger.Value = obj.npc_hunger; MAIN.numunknown_7_7_0x19.Value = obj.unknown_7_7_0x19; MAIN.numnpc_whoami.Value = obj.npc_whoami; } main.isLoading = false; }
public static void PopulateInventory(char[] buffer, objects.ObjectInfo[] objList, main MAIN) { int offset = main.InventorySlotOffsetUW1; MAIN.TreeInventory.Nodes.Clear(); if (main.curgame == main.GAME_UW2) { offset = main.InventorySlotOffsetUW2; } TreeNode tvn = MAIN.TreeInventory.Nodes.Add("Helm"); int objIndex = (int)Util.getValAtAddress(buffer, offset + 0, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Chest"); objIndex = (int)Util.getValAtAddress(buffer, offset + 2, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Gloves"); objIndex = (int)Util.getValAtAddress(buffer, offset + 4, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Leggings"); objIndex = (int)Util.getValAtAddress(buffer, offset + 6, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Boots"); objIndex = (int)Util.getValAtAddress(buffer, offset + 8, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Right Shoulder"); objIndex = (int)Util.getValAtAddress(buffer, offset + 10, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Left Shoulder"); objIndex = (int)Util.getValAtAddress(buffer, offset + 12, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Right Hand"); objIndex = (int)Util.getValAtAddress(buffer, offset + 14, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Left Hand"); objIndex = (int)Util.getValAtAddress(buffer, offset + 16, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Right Ring"); objIndex = (int)Util.getValAtAddress(buffer, offset + 18, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("Left Ring"); objIndex = (int)Util.getValAtAddress(buffer, offset + 20, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("BackPack0"); objIndex = (int)Util.getValAtAddress(buffer, offset + 22, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("BackPack1"); objIndex = (int)Util.getValAtAddress(buffer, offset + 24, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("BackPack2"); objIndex = (int)Util.getValAtAddress(buffer, offset + 26, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("BackPack3"); objIndex = (int)Util.getValAtAddress(buffer, offset + 28, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("BackPack4"); objIndex = (int)Util.getValAtAddress(buffer, offset + 30, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("BackPack5"); objIndex = (int)Util.getValAtAddress(buffer, offset + 32, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("BackPack6"); objIndex = (int)Util.getValAtAddress(buffer, offset + 34, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); tvn = MAIN.TreeInventory.Nodes.Add("BackPack7"); objIndex = (int)Util.getValAtAddress(buffer, offset + 36, 16) >> 6; PopulateInventoryNode(tvn, objIndex, objList); }
public static void PopulateUI(char[] buffer, objects.ObjectInfo[] objList, main MAIN) { PlayerDatUI.PopulateCharName(buffer, MAIN); PlayerDatUI.PopulateStats(buffer, MAIN); PlayerDatUI.PopulateInventory(buffer, objList, MAIN); }
public main() { InitializeComponent(); instance = this; }