Reduce the frequency of reads from memory because the data has been written to the buffer.
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@@ -146,16 +146,16 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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setProperties(itm, uint32(flags))
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setProperties(itm, uint32(flags))
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// Read rare affixes
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// Read rare affixes
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rarePrefix := int16(gd.Process.ReadUInt(unitDataPtr+0x42, Uint16))
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rarePrefix := int16(ReadUIntFromBuffer(unitDataBuffer, 0x42, Uint16))
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rareSuffix := int16(gd.Process.ReadUInt(unitDataPtr+0x44, Uint16))
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rareSuffix := int16(ReadUIntFromBuffer(unitDataBuffer, 0x44, Uint16))
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//autoAffix := int16(gd.Process.ReadUInt(unitDataPtr+0x46, Uint16))
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//autoAffix := int16(gd.Process.ReadUInt(unitDataPtr+0x46, Uint16))
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// Read magic affixes
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// Read magic affixes
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var prefixes [3]int16
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var prefixes [3]int16
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var suffixes [3]int16
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var suffixes [3]int16
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for i := 0; i < 3; i++ {
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for i := 0; i < 3; i++ {
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prefixes[i] = int16(gd.Process.ReadUInt(unitDataPtr+0x48+uintptr(i*2), Uint16))
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prefixes[i] = int16(ReadUIntFromBuffer(unitDataBuffer, 0x48+uint(i*2), Uint16))
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suffixes[i] = int16(gd.Process.ReadUInt(unitDataPtr+0x4E+uintptr(i*2), Uint16))
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suffixes[i] = int16(ReadUIntFromBuffer(unitDataBuffer, 0x4E+uint(i*2), Uint16))
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}
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}
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itm.Affixes = data.ItemAffixes{
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itm.Affixes = data.ItemAffixes{
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