Refactor Checks (#39)
- Refactor IsInLobby - Refactor IsInCharacterCreationScreen - Refactor IsInCharacterSelectionScreen
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@@ -50,24 +50,24 @@ func (gd *GameReader) GetData() data.Data {
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LastGamePassword: gd.LastGamePass(),
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LastGamePassword: gd.LastGamePass(),
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FPS: gd.FPS(),
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FPS: gd.FPS(),
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},
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},
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Monsters: gd.Monsters(pu.Position, hover),
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Monsters: gd.Monsters(pu.Position, hover),
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Corpses: gd.Corpses(pu.Position, hover),
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Corpses: gd.Corpses(pu.Position, hover),
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PlayerUnit: pu,
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PlayerUnit: pu,
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Inventory: gd.Inventory(rawPlayerUnits, hover),
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Inventory: gd.Inventory(rawPlayerUnits, hover),
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Objects: gd.Objects(pu.Position, hover),
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Objects: gd.Objects(pu.Position, hover),
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OpenMenus: gd.openMenus(),
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OpenMenus: gd.openMenus(),
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Widgets: gd.UpdateWidgets(),
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Widgets: gd.UpdateWidgets(),
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Roster: roster,
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Roster: roster,
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HoverData: hover,
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HoverData: hover,
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TerrorZones: gd.TerrorZones(),
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TerrorZones: gd.TerrorZones(),
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Quests: gd.getQuests(gameQuestsBytes),
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Quests: gd.getQuests(gameQuestsBytes),
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KeyBindings: gd.GetKeyBindings(),
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KeyBindings: gd.GetKeyBindings(),
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LegacyGraphics: gd.LegacyGraphics(),
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LegacyGraphics: gd.LegacyGraphics(),
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IsOnline: gd.IsOnline(),
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IsOnline: gd.IsOnline(),
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IsIngame: gd.IsIngame(),
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IsIngame: gd.IsIngame(),
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IsInCharCreationScreen: gd.IsInCharacterCreationScreen(),
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IsInCharCreationScreen: gd.IsInCharacterCreationScreen(),
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//IsInLobby: gd.IsInLobby(),
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IsInLobby: gd.IsInLobby(),
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//IsInCharSelectionScreen: gd.IsInCharacterSelectionScreen(),
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IsInCharSelectionScreen: gd.IsInCharacterSelectionScreen(),
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}
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}
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return d
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return d
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@@ -215,27 +215,40 @@ func (gd *GameReader) IsIngame() bool {
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return gd.ReadUInt(gd.moduleBaseAddressPtr+0x22D5D78, 1) == 1
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return gd.ReadUInt(gd.moduleBaseAddressPtr+0x22D5D78, 1) == 1
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}
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}
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/*
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func (gd *GameReader) IsInLobby() bool {
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func (gd *GameReader) IsInLobby() bool {
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return gd.ReadUInt(gd.moduleBaseAddressPtr+0x21CF488, 1) == 1
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widgets := gd.UpdateWidgets()
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if lobbyWidget, found := widgets["LobbyBackgroundPanel"]; found {
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return lobbyWidget["WidgetActive"].(bool) && lobbyWidget["WidgetVisible"].(bool)
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}
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return false
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}
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}
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func (gd *GameReader) IsInCharacterSelectionScreen() bool {
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func (gd *GameReader) IsInCharacterSelectionScreen() bool {
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return gd.ReadUInt(gd.moduleBaseAddressPtr+0x1DC7276, 1) != 0
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widgets := gd.UpdateWidgets()
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if csWidget, found := widgets["CharacterSelectPanel"]; found {
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return csWidget["WidgetActive"].(bool) && csWidget["WidgetVisible"].(bool)
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}
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return false
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}
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}
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*/
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func (gd *GameReader) IsInCharacterCreationScreen() bool {
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func (gd *GameReader) IsInCharacterCreationScreen() bool {
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// Dont use this ;)
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widgets := gd.UpdateWidgets()
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// This will bug out if you switch to legacy graphics in the character select screen and return 1 until you go back to character screen with d2r graphics
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if ccWidget, found := widgets["CharacterCreatePanel"]; found {
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return gd.ReadUInt(gd.moduleBaseAddressPtr+0x234A1CE, 1) == 1
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return ccWidget["WidgetActive"].(bool) && ccWidget["WidgetVisible"].(bool)
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}
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return false
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}
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}
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func (gd *GameReader) LastGameName() string {
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func (gd *GameReader) LastGameName() string {
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// outdated
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return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+0x29DBD10+0x8, 0)
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return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+0x29DBD10+0x8, 0)
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}
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}
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func (gd *GameReader) LastGamePass() string {
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func (gd *GameReader) LastGamePass() string {
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// outdated
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return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+0x29DBD10+0x60, 0)
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return gd.ReadStringFromMemory(gd.moduleBaseAddressPtr+0x29DBD10+0x60, 0)
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}
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}
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