bugfixing, performance improvements and added casting frames formula
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@@ -5,23 +5,41 @@ import (
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"github.com/hectorgimenez/d2go/pkg/data/area"
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)
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func (gd *GameReader) getRoster() (roster []data.RosterMember) {
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func (gd *GameReader) getRoster(rawPlayerUnits RawPlayerUnits) (roster []data.RosterMember) {
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partyStruct := uintptr(gd.Process.ReadUInt(gd.Process.moduleBaseAddressPtr+gd.offset.RosterOffset, Uint64))
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// We skip the first position because it's the main player, and we already have the information (+0x148 is the next party member)
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partyStruct = uintptr(gd.Process.ReadUInt(partyStruct+0x148, Uint64))
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for partyStruct > 0 {
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name := gd.Process.ReadStringFromMemory(partyStruct, 16)
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a := gd.Process.ReadUInt(partyStruct+0x5C, Uint32)
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a := area.ID(gd.Process.ReadUInt(partyStruct+0x5C, Uint32))
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xPos := gd.Process.ReadUInt(partyStruct+0x60, Uint32)
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yPos := gd.Process.ReadUInt(partyStruct+0x64, Uint32)
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xPos := int(gd.Process.ReadUInt(partyStruct+0x60, Uint32))
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yPos := int(gd.Process.ReadUInt(partyStruct+0x64, Uint32))
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// When the player is in town, roster data is not updated, so we need to get the area from the player unit that match the same name
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for _, pu := range rawPlayerUnits {
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if pu.Name == name {
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xPos = pu.Position.X
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yPos = pu.Position.Y
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a = pu.Area
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break
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}
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}
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roster = append(roster, data.RosterMember{
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Name: name,
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Area: area.ID(a),
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Position: data.Position{X: int(xPos), Y: int(yPos)},
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Area: a,
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Position: data.Position{X: xPos, Y: yPos},
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})
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partyStruct = uintptr(gd.Process.ReadUInt(partyStruct+0x148, Uint64))
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}
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return
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mainPlayerUnit := rawPlayerUnits.GetMainPlayer()
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return append([]data.RosterMember{{
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Name: mainPlayerUnit.Name,
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Area: mainPlayerUnit.Area,
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Position: mainPlayerUnit.Position,
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}}, roster...)
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}
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