adjustment
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@@ -14,6 +14,7 @@ import (
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)
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func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverData) data.Inventory {
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item.SetExpChar(gd.ExpChar)
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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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@@ -355,7 +356,7 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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if location == item.LocationSocket {
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if itm.Desc().Code == "jew" {
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// Base requirement for jewels
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itm.LevelReq = item.Desc[itm.ID].RequiredLevel
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itm.LevelReq = itm.Desc().RequiredLevel
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// For magic/rare jewels, check affixes
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if itm.Quality == item.QualityMagic || itm.Quality == item.QualityRare {
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@@ -371,7 +372,7 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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}
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} else {
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// Normal socketed items (runes,gems) just use base requirement
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itm.LevelReq = item.Desc[itm.ID].RequiredLevel
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itm.LevelReq = itm.Desc().RequiredLevel
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}
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itemExtraData := uintptr(gd.Process.ReadUInt(unitDataPtr+0xA0, Uint64))
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if itemExtraData != 0 {
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@@ -442,7 +443,7 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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// Build final inventory
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inventory.AllItems = make([]data.Item, len(allItems))
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for i, itm := range allItems {
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baseDesc := item.Desc[itm.ID]
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baseDesc := itm.Desc()
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maxReq := calculateItemLevelReq(itm, baseDesc)
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// Check magic/rare affixes
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@@ -452,7 +453,7 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
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// Check socketed items
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for _, socketItem := range itm.Sockets {
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socketBaseDesc := item.Desc[socketItem.ID]
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socketBaseDesc := socketItem.Desc()
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socketReq := calculateItemLevelReq(&socketItem, socketBaseDesc)
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if socketReq > maxReq {
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