219 lines
6.7 KiB
Go
219 lines
6.7 KiB
Go
package memory
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import (
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"slices"
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"sort"
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"github.com/hectorgimenez/d2go/pkg/data"
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"github.com/hectorgimenez/d2go/pkg/data/item"
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"github.com/hectorgimenez/d2go/pkg/data/stat"
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"github.com/hectorgimenez/d2go/pkg/data/state"
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"github.com/hectorgimenez/d2go/pkg/utils"
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)
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func (gd *GameReader) Items(rawPlayerUnits RawPlayerUnits, hover data.HoverData) data.Items {
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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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stashPlayerUnits := make(map[uint]RawPlayerUnit)
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stashPlayerUnitOrder := make([]uint, 0)
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for _, pu := range rawPlayerUnits {
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if pu.States.HasState(state.Sharedstash) {
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order := gd.ReadUInt(pu.Address+0xD8, Uint64)
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stashPlayerUnitOrder = append(stashPlayerUnitOrder, order)
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stashPlayerUnits[order] = pu
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}
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}
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slices.Sort(stashPlayerUnitOrder)
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items := data.Items{}
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belt := data.Belt{}
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for i := 0; i < 128; i++ {
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itemOffset := 8 * i
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itemUnitPtr := uintptr(ReadUIntFromBuffer(unitTableBuffer, uint(itemOffset), Uint64))
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for itemUnitPtr > 0 {
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itemDataBuffer := gd.Process.ReadBytesFromMemory(itemUnitPtr, 144)
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itemType := ReadUIntFromBuffer(itemDataBuffer, 0x00, Uint32)
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txtFileNo := ReadUIntFromBuffer(itemDataBuffer, 0x04, Uint32)
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unitID := ReadUIntFromBuffer(itemDataBuffer, 0x08, Uint32)
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// itemLoc = 0 in inventory, 1 equipped, 2 in belt, 3 on ground, 4 cursor, 5 dropping, 6 socketed
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itemLoc := ReadUIntFromBuffer(itemDataBuffer, 0x0C, Uint32)
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if itemType != 4 {
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itemUnitPtr = uintptr(gd.Process.ReadUInt(itemUnitPtr+0x150, Uint64))
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continue
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}
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unitDataPtr := uintptr(ReadUIntFromBuffer(itemDataBuffer, 0x10, Uint64))
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unitDataBuffer := gd.Process.ReadBytesFromMemory(unitDataPtr, 144)
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flags := ReadUIntFromBuffer(unitDataBuffer, 0x18, Uint32)
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invPage := ReadUIntFromBuffer(unitDataBuffer, 0x55, Uint8)
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itemQuality := ReadUIntFromBuffer(unitDataBuffer, 0x00, Uint32)
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itemOwnerNPC := ReadUIntFromBuffer(unitDataBuffer, 0x0C, Uint32)
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// Item coordinates (X, Y)
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pathPtr := uintptr(ReadUIntFromBuffer(itemDataBuffer, 0x38, Uint64))
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pathBuffer := gd.Process.ReadBytesFromMemory(pathPtr, 144)
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itemX := ReadUIntFromBuffer(pathBuffer, 0x10, Uint16)
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itemY := ReadUIntFromBuffer(pathBuffer, 0x14, Uint16)
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// Item Stats
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statsListExPtr := uintptr(ReadUIntFromBuffer(itemDataBuffer, 0x88, Uint64))
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baseStats, stats := gd.getItemStats(statsListExPtr)
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name := item.GetNameByEnum(txtFileNo)
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itemHovered := false
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if hover.IsHovered && hover.UnitType == 4 && hover.UnitID == data.UnitID(unitID) {
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itemHovered = true
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}
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itm := data.Item{
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ID: int(txtFileNo),
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UnitID: data.UnitID(unitID),
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Name: name,
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Quality: item.Quality(itemQuality),
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Position: data.Position{
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X: int(itemX),
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Y: int(itemY),
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},
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IsHovered: itemHovered,
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Stats: stats,
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BaseStats: baseStats,
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}
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setProperties(&itm, uint32(flags))
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location := item.LocationUnknown
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switch itemLoc {
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case 0:
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// Offline only
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if itemOwnerNPC == 2 || itemOwnerNPC == uint(stashPlayerUnits[stashPlayerUnitOrder[0]].UnitID) {
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location = item.LocationSharedStash1
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break
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}
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if itemOwnerNPC == 3 || itemOwnerNPC == uint(stashPlayerUnits[stashPlayerUnitOrder[1]].UnitID) {
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location = item.LocationSharedStash2
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break
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}
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if itemOwnerNPC == 4 || itemOwnerNPC == uint(stashPlayerUnits[stashPlayerUnitOrder[2]].UnitID) {
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location = item.LocationSharedStash3
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break
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}
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if 0x00002000&flags != 0 && itemOwnerNPC == 4294967295 {
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location = item.LocationVendor
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break
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} else if invPage == 0 {
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location = item.LocationInventory
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break
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}
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if data.UnitID(itemOwnerNPC) == mainPlayer.UnitID || itemOwnerNPC == 1 {
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location = item.LocationStash
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break
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}
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case 1:
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location = item.LocationEquipped
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if itm.Type().Code == item.TypeBelt {
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belt.Name = itm.Name
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}
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case 2:
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location = item.LocationBelt
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case 3, 5:
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location = item.LocationGround
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case 6:
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location = item.LocationSocket
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case 4:
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location = item.LocationCursor
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}
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itm.Location = location
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// We don't care about the items we don't know where they are, probably previous games or random crap
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if location != item.LocationUnknown {
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if location == item.LocationBelt {
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belt.Items = append(belt.Items, itm)
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} else {
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items.AllItems = append(items.AllItems, itm)
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}
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}
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itemUnitPtr = uintptr(gd.Process.ReadUInt(itemUnitPtr+0x150, Uint64))
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}
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}
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items.Belt = belt
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sort.SliceStable(items.AllItems, func(i, j int) bool {
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distanceI := utils.DistanceFromPoint(mainPlayer.Position, items.AllItems[i].Position)
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distanceJ := utils.DistanceFromPoint(mainPlayer.Position, items.AllItems[j].Position)
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return distanceI < distanceJ
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})
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return items
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}
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func (gd *GameReader) getItemStats(statsListExPtr uintptr) (stat.Stats, stat.Stats) {
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fullStats := gd.getStatsList(statsListExPtr + 0x88)
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baseStats := gd.getStatsList(statsListExPtr + 0x30)
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flags := gd.Process.ReadUInt(statsListExPtr+0x1C, Uint64)
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lastStatsList := uintptr(gd.Process.ReadUInt(statsListExPtr+0x70, Uint64))
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if (flags & 0x80000000) == 0 {
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return baseStats, fullStats
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}
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attempts := 0
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statListFlags := uintptr(0)
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statListPrev := lastStatsList
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for (0x40 & statListFlags & 0xFFFFDFFF) == 0 {
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attempts++
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if attempts == 10 {
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return baseStats, fullStats
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}
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statListPrev = uintptr(gd.Process.ReadUInt(statListPrev+0x48, Uint64))
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statListFlags = uintptr(gd.Process.ReadUInt(statListPrev+0x1C, Uint64))
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if statListPrev == 0 {
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return baseStats, fullStats
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}
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}
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modifierBaseStats := gd.getStatsList(statListPrev + 0x30)
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if len(modifierBaseStats) != 0 {
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for _, mStat := range modifierBaseStats {
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if _, found := fullStats.FindStat(mStat.ID, mStat.Layer); !found {
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fullStats = append(fullStats, mStat)
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}
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}
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modifierStatsPrevEx := uintptr(gd.Process.ReadUInt(statListPrev+0x48, Uint64))
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modifierBaseStatsPrev := gd.getStatsList(modifierStatsPrevEx + 0x30)
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for _, mStat := range modifierBaseStatsPrev {
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for i, st := range fullStats {
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if st.ID == mStat.ID && st.Layer == mStat.Layer && st.Value != mStat.Value {
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fullStats[i].Value = st.Value + mStat.Value
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}
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}
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if _, found := fullStats.FindStat(mStat.ID, mStat.Layer); !found {
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fullStats = append(fullStats, mStat)
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}
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if _, found := baseStats.FindStat(mStat.ID, mStat.Layer); !found {
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baseStats = append(baseStats, mStat)
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}
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}
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}
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return baseStats, fullStats
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}
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func setProperties(item *data.Item, flags uint32) {
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if 0x00400000&flags != 0 {
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item.Ethereal = true
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}
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if 0x00000010&flags != 0 {
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item.Identified = true
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}
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}
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