improve item.go 3
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@@ -82,12 +82,16 @@ func (gd *GameReader) GetData() data.Data {
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gd.monstersLastUpdate = now
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}
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// Always update other critical data
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corpseUnit := rawPlayerUnits.GetCorpse()
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roster := gd.getRoster(rawPlayerUnits)
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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) > 250*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, len(roster) > 1, hover)
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gd.cachedInventory = inventory
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gd.inventoryLastUpdate = now
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}
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@@ -100,9 +104,6 @@ func (gd *GameReader) GetData() data.Data {
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gd.objectsLastUpdate = now
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}
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// Always update other critical data
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corpseUnit := rawPlayerUnits.GetCorpse()
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roster := gd.getRoster(rawPlayerUnits)
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openMenus := gd.OpenMenus()
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// Quests
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@@ -155,8 +156,9 @@ 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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roster := gd.getRoster(rawPlayerUnits)
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hover := gd.HoveredData()
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return gd.Inventory(rawPlayerUnits, hover)
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return gd.Inventory(rawPlayerUnits, len(roster) > 1, hover)
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}
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func (gd *GameReader) InGame() bool {
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