Panel Manager Improvements (#85)
* Panel Manager Improvements - Now maps instead of slices for easy traverse - Function for easy and safe traverse of paths - Removed constant updates of Panel Manager to reduce usage. It will now be called on demand. - Updated some functions to use the new Panel Manager. * Remove unused struct members * Added IsDismissalModalPresent (error popup) * Correct function return for char select screen and dismissal modal * Add error checking to IsDismissableModalPresent
This commit is contained in:
@@ -1,6 +1,7 @@
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package memory
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import (
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"fmt"
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"math"
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"time"
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@@ -98,28 +99,28 @@ func (gd *GameReader) GetData() data.Data {
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LastGamePassword: gd.LastGamePass(),
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FPS: gd.FPS(),
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},
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Monsters: monsters,
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Corpses: gd.Corpses(pu.Position, hover),
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PlayerUnit: pu,
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Inventory: inventory,
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Objects: objects,
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Entrances: gd.Entrances(pu.Position, hover),
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OpenMenus: openMenus,
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Widgets: gd.UpdateWidgets(),
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Panels: gd.ReadAllPanels(),
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Roster: roster,
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HoverData: hover,
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TerrorZones: gd.TerrorZones(),
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Quests: gd.getQuests(gameQuestsBytes),
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KeyBindings: gd.GetKeyBindings(),
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LegacyGraphics: gd.LegacyGraphics(),
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IsOnline: gd.IsOnline(),
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IsIngame: gd.IsIngame(),
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IsInCharCreationScreen: gd.IsInCharacterCreationScreen(),
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IsInLobby: gd.IsInLobby(),
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IsInCharSelectionScreen: gd.IsInCharacterSelectionScreen(),
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HasMerc: gd.HasMerc(),
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ActiveWeaponSlot: gd.GetActiveWeaponSlot(),
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Monsters: monsters,
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Corpses: gd.Corpses(pu.Position, hover),
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PlayerUnit: pu,
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Inventory: inventory,
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Objects: objects,
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Entrances: gd.Entrances(pu.Position, hover),
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OpenMenus: openMenus,
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Roster: roster,
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HoverData: hover,
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TerrorZones: gd.TerrorZones(),
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Quests: gd.getQuests(gameQuestsBytes),
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KeyBindings: gd.GetKeyBindings(),
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LegacyGraphics: gd.LegacyGraphics(),
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IsIngame: gd.IsIngame(),
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// These use the Panel Manager which is heavy to read. Use the functions below instead.
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//IsOnline: gd.IsOnline(),
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//IsInCharCreationScreen: gd.IsInCharacterCreationScreen(),
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//IsInLobby: gd.IsInLobby(),
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//IsInCharSelectionScreen: gd.IsInCharacterSelectionScreen(),
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HasMerc: gd.HasMerc(),
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ActiveWeaponSlot: gd.GetActiveWeaponSlot(),
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}
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return d
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@@ -252,12 +253,39 @@ func (gd *GameReader) getStatsList(statListPtr uintptr) stat.Stats {
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return stats
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}
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// TODO: Take a look to better ways to get this data, now it's very flakky, is just a random memory position + not in game
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func (gd *GameReader) InCharacterSelectionScreen() bool {
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cs_visible, err := gd.IsWidgetVisible("CharacterSelectPanel")
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if err != nil {
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// GetPanel returns a Panel object from the specified path (starting from the root panel)
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func (gd *GameReader) GetPanel(panelPath ...string) data.Panel {
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if len(panelPath) == 0 {
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return data.Panel{}
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}
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return cs_visible
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// Get all panels
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allPanels := gd.ReadAllPanels()
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// Start with the first panel in the path
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firstPanelName := panelPath[0]
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currentPanel, exists := allPanels[firstPanelName]
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if !exists {
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// Panel not found at top level
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return data.Panel{}
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}
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// Traverse the path from left to right
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for i := 1; i < len(panelPath); i++ {
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childName := panelPath[i]
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nextPanel, exists := currentPanel.PanelChildren[childName]
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if !exists {
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return data.Panel{}
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}
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currentPanel = nextPanel
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}
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return currentPanel
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}
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func (gd *GameReader) InCharacterSelectionScreen() bool {
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panel := gd.GetPanel("CharacterSelectPanel")
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return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
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}
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func (gd *GameReader) GetSelectedCharacterName() string {
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@@ -269,8 +297,8 @@ func (gd *GameReader) LegacyGraphics() bool {
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}
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func (gd *GameReader) IsOnline() bool {
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// This represents which tab (Online/Offline) we're on in the Character Selection Screen
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return gd.ReadUInt(gd.moduleBaseAddressPtr+0x21864D0, 1) == 1
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panel := gd.GetPanel("MainMenuPanel", "SecondaryContextButton")
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return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
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}
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func (gd *GameReader) IsIngame() bool {
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@@ -278,30 +306,45 @@ func (gd *GameReader) IsIngame() bool {
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}
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func (gd *GameReader) IsInLobby() bool {
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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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panel := gd.GetPanel("LobbyBackgroundPanel")
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return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
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}
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func (gd *GameReader) IsInCharacterSelectionScreen() bool {
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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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panel := gd.GetPanel("CharacterSelectPanel")
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return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
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}
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func (gd *GameReader) IsInCharacterCreationScreen() bool {
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widgets := gd.UpdateWidgets()
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if ccWidget, found := widgets["CharacterCreatePanel"]; found {
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return ccWidget["WidgetActive"].(bool) && ccWidget["WidgetVisible"].(bool)
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panel := gd.GetPanel("CharacterCreatePanel")
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return panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible
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}
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func (gd *GameReader) GetCharacterList() []string {
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containerPanel := gd.GetPanel("CharacterSelectPanel", "Background", "CharacterList", "View", "Container")
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if containerPanel.PanelName == "" || containerPanel.NumChildren == 0 {
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return []string{}
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}
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return false
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// Get the character names that are in the container children [ListView 0,1,2 (0 indexed)] -> children -> Name -> Extra Text 3
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characterNames := make([]string, containerPanel.NumChildren)
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for i := 0; i < containerPanel.NumChildren; i++ {
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characterNames[i] = containerPanel.PanelChildren[fmt.Sprintf("ListItem%d", i)].PanelChildren["Name"].ExtraText3
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}
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return characterNames
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}
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// IsDismissableModalPresent checks if there's a error popup present
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func (gd *GameReader) IsDismissableModalPresent() (bool, string) {
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panel := gd.GetPanel("DismissableModal")
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if panel.PanelName == "" {
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return false, ""
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}
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modalText := panel.PanelChildren["Frame"].PanelChildren["Prompt"].ExtraText3
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return (panel.PanelName != "" && panel.PanelEnabled && panel.PanelVisible), modalText
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}
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func (gd *GameReader) LastGameName() string {
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@@ -319,44 +362,6 @@ func (gd *GameReader) FPS() int {
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func (gd *GameReader) HasMerc() bool {
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return gd.ReadUInt(gd.moduleBaseAddressPtr+0x22e51d0+0x12, Uint8) != 0
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}
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func (gd *GameReader) UpdateWidgets() map[string]map[string]interface{} {
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widgets := map[string]map[string]interface{}{}
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if gd.offset.PanelManagerContainerOffset == 0 {
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gd.offset = calculateOffsets(gd.Process)
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}
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// Assuming PanelManagerContainer address is known and stored in gd
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panelManagerContainerPtrAddr := gd.Process.moduleBaseAddressPtr + gd.offset.PanelManagerContainerOffset
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// Read the PanelManagerContainer pointer value
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panelManagerContainerAddr, err := gd.Process.ReadPointer(panelManagerContainerPtrAddr, 8)
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if err != nil {
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return widgets
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}
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// Read the Panel Managers WidgetContainer
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widgetContainer, err := gd.Process.ReadWidgetContainer(panelManagerContainerAddr, true)
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if err != nil {
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return widgets
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}
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// Read the list of child widgets
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childWidgets, err := gd.Process.ReadWidgetList(widgetContainer["ChildWidgetsListPointer"].(uintptr), int(widgetContainer["ChildWidgetSize"].(uint)))
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if err != nil {
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return widgets
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}
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return childWidgets
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}
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// IsWidgetVisible checks if any child widget on the PanelManager has the same name and has the Active and Visible booleans on.
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func (gd *GameReader) IsWidgetVisible(widgetName string) (bool, error) {
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widgets := gd.UpdateWidgets()
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widget, exists := widgets[widgetName]
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if !exists {
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return false, nil
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}
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return widget["WidgetActive"].(bool) && widget["WidgetVisible"].(bool), nil
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}
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// GetWidgetState reference : https://github.com/ResurrectedTrader/ResurrectedTrade/blob/f121ec02dd3fbe1c574f713e5a0c2db92ccca821/ResurrectedTrade.AgentBase/Capture.cs#L618
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func (gd *GameReader) GetWidgetState(stateFlag uint64) (int, error) {
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@@ -394,6 +399,7 @@ func (gd *GameReader) GetWidgetState(stateFlag uint64) (int, error) {
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return 0, nil
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}
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func (gd *GameReader) GetActiveWeaponSlot() int {
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state, err := gd.GetWidgetState(WidgetStateFlags["WeaponSwap"])
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if err != nil {
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