def get_tile(self): temp = [] for i in self.results: temp.append( Misc.TPoint( round(Misc.get_base_x() + Ref.get_int(i, Hook.Actor_WorldX) / 128), round(Misc.get_base_y() + Ref.get_int(i, Hook.Actor_WorldY) / 128))) return temp
def __init__(self, name='', id=-1, distance=-1): self._object_refs, self.results = [], [] for i in self.get_indices(): self._object_refs.append(Ref.get_object_array(Global.STATIC_OBJECT, Hook.Client_LocalNpcs, i)) self.results = self._object_refs temp, h = [], 0 if name != '': for s in self.get_name(): if s == name: temp.append(h) h += 1 self.results = [self._object_refs[t] for t in temp]
def get_id(self): temp = [] for obj in self.results: with Ref.RefObject(obj, Hook.Npc_Definition)as npc_def: temp.append(Ref.get_int(npc_def.reference, Hook.NpcDefinition_ID)) return temp
def get_indices(): return [Ref.get_int_array(Global.STATIC_OBJECT, Hook.Client_NpcIndices, i) for i in range(0, Ref.get_int(Global.STATIC_OBJECT, Hook.Client_NpcIndices_Size))]
def get_base_y(): return Ref.get_int(Global.STATIC_OBJECT, Hook.Client_BaseY)
def get_client_loop_cycle(): return Ref.get_int(Global.STATIC_OBJECT, Hook.Client_LoopCycle)
def get_setting(setting): return Ref.get_int_array(Global.STATIC_OBJECT, Hook.Client_GameSettings, setting)
def get_setting_array(): return [ Ref.get_int_array(Global.STATIC_OBJECT, Hook.Client_GameSettings, i) for i in range(0, 2000) ]
def get_animation(self): temp = [] for i in self.results: temp.append(Ref.get_int(i, Hook.Actor_Animation)) return temp
def get_queue_size(self): temp = [] for i in self.results: temp.append(Ref.get_int(i, Hook.Actor_QueueSize)) return temp