fBaseXtensions.HookHandler.ResetTreehooks C# (CSharp) Method

ResetTreehooks() static private method

static private ResetTreehooks ( ) : void
return void
        internal static void ResetTreehooks()
        {
            if (RoutineManager.Current.Name == "Funky")
            {
                CombatTargeting.Instance.Provider = new DefaultCombatTargetingProvider();
                LootTargeting.Instance.Provider = new DefaultLootTargetingProvider();
                ObstacleTargeting.Instance.Provider = new DefaultObstacleTargetingProvider();
            }

            RestoreHook(HookType.VendorRun);
            RestoreHook(HookType.OutOfGame);
            RestoreHook(HookType.Death);
            RestoreHook(HookType.Combat);
            RestoreHook(HookType.Loot);
            initTreeHooks = false;
        }

Usage Example

Exemplo n.º 1
0
        internal static void OnBotStop(IBot bot)
        {
            //FunkyGame.CurrentGameID = new GameId();
            //FunkyGame.AdventureMode = false;
            FunkyGame.ShouldRefreshAccountDetails = true;
            ExitGameBehavior.ShouldExitGame       = false;
            ExitGameBehavior.BehaviorEngaged      = false;
            SetVariableTag.VariableDictionary.Clear();
            CharacterControl.ResetVars();

            if (FunkyBaseExtension.PluginIsEnabled)
            {
                if (RoutineManager.Current.Name == "Funky")
                {
                    Navigator.PlayerMover  = new DefaultPlayerMover();
                    Navigator.StuckHandler = new DefaultStuckHandler();
                }

                Equipment.OnEquippedItemsChanged -= Equipment.EquippmentChangedHandler;

                // Issue final reports
                Stats.Stats.WriteProfileTrackerOutput(ref FunkyGame.CurrentStats);
            }



            if (HookHandler.initTreeHooks)
            {
                HookHandler.ResetTreehooks();
            }

            UnhookEvents();

            ZetaDia.Memory.ClearCache();
            CharacterControl.GameDifficultyChanged    = false;
            CharacterSettings.Instance.GameDifficulty = CharacterControl.OrginalGameDifficultySetting;
        }