update item data
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@@ -82,12 +82,15 @@ func (gd *GameReader) GetData() data.Data {
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gd.monstersLastUpdate = now
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}
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merc, foundMerc := gd.OwnMercenary()
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merc.Found = foundMerc
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// Conditionally update inventory 500ms
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// Except when hovering over an item
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inventory := gd.cachedInventory
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if now.Sub(gd.inventoryLastUpdate) > 500*time.Millisecond ||
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(hover.IsHovered && hover.UnitType == 4) { // 4 = Item type
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inventory = gd.Inventory(rawPlayerUnits, hover)
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inventory = gd.Inventory(rawPlayerUnits, merc, hover)
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gd.cachedInventory = inventory
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gd.inventoryLastUpdate = now
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}
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@@ -147,8 +150,6 @@ func (gd *GameReader) GetData() data.Data {
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ActiveWeaponSlot: gd.GetActiveWeaponSlot(),
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}
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merc, foundMerc := gd.OwnMercenary()
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merc.Found = foundMerc
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d.Mercenary = data.OwnMercenary(merc)
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return d
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}
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@@ -156,7 +157,9 @@ func (gd *GameReader) GetData() data.Data {
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func (gd *GameReader) GetInventory() data.Inventory {
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rawPlayerUnits := gd.GetRawPlayerUnits()
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hover := gd.HoveredData()
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return gd.Inventory(rawPlayerUnits, hover)
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merc, foundMerc := gd.OwnMercenary()
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merc.Found = foundMerc
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return gd.Inventory(rawPlayerUnits, merc, hover)
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}
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func (gd *GameReader) InGame() bool {
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@@ -13,7 +13,7 @@ import (
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"github.com/hectorgimenez/d2go/pkg/utils"
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)
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func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverData) data.Inventory {
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func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, merc OwnMercenary, hover data.HoverData) data.Inventory {
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mainPlayer := rawPlayerUnits.GetMainPlayer()
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baseAddr := gd.Process.moduleBaseAddressPtr + gd.offset.UnitTable + (4 * 1024)
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unitTableBuffer := gd.Process.ReadBytesFromMemory(baseAddr, 128*8)
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@@ -132,7 +132,6 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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itm := &data.Item{
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ID: int(txtFileNo),
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UnitID: data.UnitID(unitID),
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Owner: data.UnitID(itemOwnerNPC),
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Name: item.GetNameByEnum(txtFileNo),
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Quality: item.Quality(itemQuality),
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Position: data.Position{
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@@ -143,9 +142,6 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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Sockets: make([]data.Item, 0),
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UniqueSetID: txtUniqueSet,
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}
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if itm.Owner == 1 {
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itm.Owner = mainPlayer.UnitID
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}
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// Set item properties
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setProperties(itm, uint32(flags))
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@@ -287,6 +283,8 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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location = classifyDLCTabItem(txtFileNo)
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}
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} else if data.UnitID(itemOwnerNPC) == mainPlayer.UnitID || itemOwnerNPC == 1 {
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itm.Owner = mainPlayer.UnitID
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if invPage == 0 {
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location = item.LocationInventory
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} else if invPage == 3 {
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@@ -297,14 +295,29 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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invPage = 0
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}
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}
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if location == item.LocationSharedStash {
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MySharedStashPage := stashUnitIDToPage[uint(mainPlayer.UnitID)]
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if invPage == MySharedStashPage {
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itm.Owner = mainPlayer.UnitID
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}
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}
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case 1:
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isMercItem := (flags & 0x800000) != 0
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if data.UnitID(itemOwnerNPC) == mainPlayer.UnitID || itemOwnerNPC == 1 {
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itm.Owner = mainPlayer.UnitID
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location = item.LocationEquipped
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if itm.Type().Code == item.TypeBelt {
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belt.Name = itm.Name
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}
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} else if isMercItem {
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if merc.Found {
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itm.Owner = merc.UnitID
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} else {
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itm.Owner = data.UnitID(itemOwnerNPC)
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}
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location = item.LocationMercenary
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}
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case 2:
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