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handle memory items better #8
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Going to test this out now: |
well if this works then we can remove the code from the radar ^_^ |
Not really, the Radar would still see dead enemies if they load in memory, which rank ones do as far as I'm aware? |
true.... though... if i remember correctly before heavensward they disappeared after a few seconds so if Icehunter's fix here gets that functionality back it should render my temp fix unnecessary in the radar... my goal is after this will be for the palace of the dead to better find hidden treasures (if that is even possible... i'm not sure if this information is in ram atleast i know its not in the dictionaries) and traps... |
@cybaersam Adding you here because you were working on a fix in the radar.
https://github.com/Icehunter/ffxivapp-memory/blob/master/FFXIVAPP.Memory/Reader.Actor.cs#L81
That is where I start looking at whether something was in the list previously or not; and determine which ones are new.
The main application fires the OnNewEntities events only 1 time; and sends a concurrentDictionary by ref. I think if radar was to listen to removed/added events it could handle that?
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