private void CheckUpdate(SkillResult skillResult)
{
if (PartyOnly &&//check if party only
!(_playerTracker.MyParty(skillResult.SourcePlayer) || _playerTracker.MyParty(skillResult.TargetPlayer)))
return;
if (IsInactiveTimerReached() && skillResult.IsValid())
{
CasualMessenger.Instance.ResetPlayerStats(AutosaveEncounters || DamageTracker.IsArchived);
}
if (!DamageTracker.IsArchived && skillResult.IsValid(DamageTracker?.FirstAttack)) //don't process while viewing a past encounter
{
DamageTracker.Update(skillResult);
if (!skillResult.IsHeal && skillResult.Amount > 0)
_inactivityTimer.Restart();
PlayerCount = DamageTracker.StatsByUser.Count;
}
}