AnimationFrame is useless. It can't be used to detect resets as sometimes it resets when warping
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@ -28,7 +28,6 @@ namespace rabi_splitter_WPF
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public readonly int currentSprite;
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public readonly int actionFrame;
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public readonly int animationFrame;
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public readonly float amulet;
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public readonly int boost;
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@ -83,7 +82,6 @@ namespace rabi_splitter_WPF
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currentSprite = MemoryHelper.GetMemoryValue<int>(process, entityArrayPtr + 0x654, false);
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actionFrame = MemoryHelper.GetMemoryValue<int>(process, entityArrayPtr + 0x660, false);
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animationFrame = MemoryHelper.GetMemoryValue<int>(process, entityArrayPtr + 0x67c, false);
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amulet = MemoryHelper.GetMemoryValue<float>(process, entityArrayPtr + 0x52C, false);
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boost = MemoryHelper.GetMemoryValue<int>(process, entityArrayPtr + 0x5DC, false);
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@ -17,11 +17,9 @@ namespace rabi_splitter_WPF
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public int nRestarts;
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public int nDeaths;
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public int nRestartsAlt;
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public int nDeathsAlt;
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public GameActivity currentActivity;
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public int currentBoss;
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public int lastNonZeroPlayTime = -1;
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@ -81,19 +81,6 @@ namespace rabi_splitter_WPF
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gameState.lastNonZeroPlayTime = snapshot.playtime;
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}
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if (gameState.IsGameStarted() && prevSnapshot != null)
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{
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// Issue: This sometimes detects warps as resets too.
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if (snapshot.animationFrame < prevSnapshot.animationFrame)
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{
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if (InGame())
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{
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gameState.nRestartsAlt++;
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}
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DebugLog("Reload Game (Alt)!");
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}
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}
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#endregion
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#region Detect Death
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@ -164,7 +151,6 @@ namespace rabi_splitter_WPF
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mainContext.Text12 = "Entities: " + snapshot.entityArraySize + "\n" + "Active: " + snapshot.nActiveEntities;
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mainContext.Text13 = "Sprite: " + snapshot.GetCurrentSprite() + "\n" + "Action: " + snapshot.GetCurrentAction();
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mainContext.Text14 = "AnimFrame: " + snapshot.animationFrame;
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{
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string bosstext = "Boss Fight: " + (gameState.currentActivity == GameActivity.BOSS_BATTLE) + "\n";
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bosstext += "Bosses: " + snapshot.bossList.Count + "\n";
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