//Actualizar el stado del struct public static void GetMiniGameState() { var data = new FishingMiniGameStateUnsafe(); unsafe { Function.Call((Hash)0xF3735ACD11ACD500, API.PlayerPedId(), new IntPtr(&data).ToInt32()); _fishingMinigame = data; } }
//Setear el struct con las cosas cambiadas public static void SetMiniGameState() { var data = new FishingMiniGameStateUnsafe(); //Set current data state of changed things data.state = State; data.throwdistance = ThrowDistance; data.distance = Distance; data.curvature = Curvature; data.unknown0 = Unknown0; data.hookflag = HookFlag; data.transitionflag = TransitionFlag; data.fishentity = FishEntity; data.fishweight = FishWeight; data.fishpower = FishPower; data.scriptimer = ScriptTimer; data.bobberentity = BobberEntity; data.hookentity = HookEntity; data.rodshakemultiplier = RodShakeMultiplier; data.unknown1 = Unknown1; data.unknown2 = Unknown2; data.unknown3 = Unknown3; data.shakefightmultiplier = ShakeFightMultiplier; data.fishsizeindex = FishSizeIndex; data.unknown4 = Unknown4; data.unknown5 = Unknown5; data.tension = Tension; data.roddirx = RodDirX; data.roddiry = RodDirY; data.unknown6 = Unknown6; data.unknown7 = Unknown7; data.unknown8 = Unknown8; data.unknown9 = Unknown9; unsafe { Function.Call((Hash)0xF3735ACD11ACD501, API.PlayerPedId(), new IntPtr(&data).ToInt32()); } }