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Update some obsoletes.
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commit
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3 changed files with 3 additions and 3 deletions
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@ -23,7 +23,7 @@ public unsafe class InventoryPanel : IGameDataDrawer
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ImGuiUtil.CopyOnClickSelectable($"0x{(ulong)inventory:X}");
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ImGuiUtil.CopyOnClickSelectable($"0x{(ulong)inventory:X}");
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var equip = inventory->GetInventoryContainer(InventoryType.EquippedItems);
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var equip = inventory->GetInventoryContainer(InventoryType.EquippedItems);
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if (equip == null || equip->Loaded == 0)
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if (equip == null || equip->IsLoaded)
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return;
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return;
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ImGuiUtil.CopyOnClickSelectable($"0x{(ulong)equip:X}");
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ImGuiUtil.CopyOnClickSelectable($"0x{(ulong)equip:X}");
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@ -182,7 +182,7 @@ public sealed unsafe class InventoryService : IDisposable, IRequiredService
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// Invoked after calling Original, so the item is already moved.
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// Invoked after calling Original, so the item is already moved.
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var inventory = manager->GetInventoryContainer(targetContainer);
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var inventory = manager->GetInventoryContainer(targetContainer);
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if (inventory == null || inventory->Loaded == 0 || inventory->Size <= targetSlot)
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if (inventory == null || inventory->IsLoaded || inventory->Size <= targetSlot)
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return false;
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return false;
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var item = inventory->GetInventorySlot((int)targetSlot);
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var item = inventory->GetInventorySlot((int)targetSlot);
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@ -168,7 +168,7 @@ public class ItemUnlockManager : ISavable, IDisposable, IReadOnlyDictionary<Item
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{
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{
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var type = ScannableInventories[_currentInventory];
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var type = ScannableInventories[_currentInventory];
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var container = inventoryManager->GetInventoryContainer(type);
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var container = inventoryManager->GetInventoryContainer(type);
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if (container != null && container->Loaded != 0 && _currentInventoryIndex < container->Size)
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if (container != null && container->IsLoaded && _currentInventoryIndex < container->Size)
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{
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{
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Glamourer.Log.Excessive($"[UnlockScanner] Scanning {_currentInventory} {type} {_currentInventoryIndex}/{container->Size}.");
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Glamourer.Log.Excessive($"[UnlockScanner] Scanning {_currentInventory} {type} {_currentInventoryIndex}/{container->Size}.");
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var item = container->GetInventorySlot(_currentInventoryIndex++);
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var item = container->GetInventorySlot(_currentInventoryIndex++);
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