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https://github.com/Mezeporta/Erupe.git
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use better Bookshelf pointer & simplify pointer assignment
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@@ -91,7 +91,7 @@ func getPointers() map[SavePointer]int {
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pointers[pToreData] = 62228
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pointers[pHRP] = 62550
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pointers[pHouseData] = 62561
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pointers[pBookshelfData] = 56830
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pointers[pBookshelfData] = 57118 // This pointer only half works
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pointers[pGalleryData] = 72064
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pointers[pGardenData] = 74424
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pointers[pRP] = 74614
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@@ -210,22 +210,7 @@ func (save *CharacterSaveData) updateStructWithSaveData() {
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save.Gender = false
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}
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if !save.IsNewCharacter {
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if _config.ErupeConfig.RealClientMode >= _config.G10 {
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save.RP = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pRP] : save.Pointers[pRP]+2])
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save.HouseTier = save.decompSave[save.Pointers[pHouseTier] : save.Pointers[pHouseTier]+5]
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save.HouseData = save.decompSave[save.Pointers[pHouseData] : save.Pointers[pHouseData]+195]
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save.BookshelfData = save.decompSave[save.Pointers[pBookshelfData] : save.Pointers[pBookshelfData]+save.Pointers[lBookshelfData]]
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save.GalleryData = save.decompSave[save.Pointers[pGalleryData] : save.Pointers[pGalleryData]+1748]
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save.ToreData = save.decompSave[save.Pointers[pToreData] : save.Pointers[pToreData]+240]
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save.GardenData = save.decompSave[save.Pointers[pGardenData] : save.Pointers[pGardenData]+68]
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save.WeaponType = save.decompSave[save.Pointers[pWeaponType]]
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save.WeaponID = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pWeaponID] : save.Pointers[pWeaponID]+2])
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save.HRP = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pHRP] : save.Pointers[pHRP]+2])
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if save.HRP == uint16(999) {
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save.GR = grpToGR(binary.LittleEndian.Uint32(save.decompSave[save.Pointers[pGRP] : save.Pointers[pGRP]+4]))
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}
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save.KQF = save.decompSave[save.Pointers[pKQF] : save.Pointers[pKQF]+8]
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} else if _config.ErupeConfig.RealClientMode == _config.F5 || _config.ErupeConfig.RealClientMode == _config.F4 {
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if (_config.ErupeConfig.RealClientMode >= _config.F4 && _config.ErupeConfig.RealClientMode <= _config.F5) || _config.ErupeConfig.RealClientMode >= _config.G10 {
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save.RP = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pRP] : save.Pointers[pRP]+2])
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save.HouseTier = save.decompSave[save.Pointers[pHouseTier] : save.Pointers[pHouseTier]+5]
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save.HouseData = save.decompSave[save.Pointers[pHouseData] : save.Pointers[pHouseData]+195]
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@@ -237,6 +222,13 @@ func (save *CharacterSaveData) updateStructWithSaveData() {
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save.WeaponID = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pWeaponID] : save.Pointers[pWeaponID]+2])
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save.HRP = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pHRP] : save.Pointers[pHRP]+2])
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}
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if _config.ErupeConfig.RealClientMode >= _config.G10 {
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save.KQF = save.decompSave[save.Pointers[pKQF] : save.Pointers[pKQF]+8]
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if save.HRP == uint16(999) {
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save.GR = grpToGR(binary.LittleEndian.Uint32(save.decompSave[save.Pointers[pGRP] : save.Pointers[pGRP]+4]))
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}
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}
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}
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return
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}
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