Improved GameObjects initialization, fixed the possibility to break GameObjects from outer assemblies, made prediction - related methods overridable in Spell.cs#96
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Wiciaki wants to merge 2 commits intoLeagueSharp:masterfrom
Wiciaki:master
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Improved GameObjects initialization, fixed the possibility to break GameObjects from outer assemblies, made prediction - related methods overridable in Spell.cs#96Wiciaki wants to merge 2 commits intoLeagueSharp:masterfrom Wiciaki:master
Wiciaki wants to merge 2 commits intoLeagueSharp:masterfrom
Wiciaki:master
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| // Load GameObjects. | ||
| GameObjects.Initialize(); | ||
| RuntimeHelpers.RunClassConstructor(typeof(GameObjects).TypeHandle); |
Author
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This executes the .cctor if it hasn't already
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I'd rather not see any dirty reflection methods to achieve this.
Author
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How it this reflection or a dirty method?
Author
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There are essentially 2 approaches to expose the lists / public properties in GameObjects
The current IEnumerable approach is bad because it is slower to use and anyone can cast it back to List and do whatever he wants. Just my 2 cents :roto2: |
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Or just implement cache in the core :^) |
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