Source/ACReader/Private/ACReader.cpp
bool ACReader::Advance(FMemoryData& EntityWrapper) const
{
	// TODO need to avoid creating a FPlayerEntity all the time, we can just update the internal data pointer
    EntityWrapper.PlayerEntity = FPlayerEntity(m_PlayerEntityAddress);
    return EntityWrapper.PlayerEntity.RefreshData(m_ProcessHandle);
}
// TODO: Add offset parameter so that we allow client code to fetch more players instead of the first one
Add offset parameter so that we allow client code to fetch more players instead of the first one
Add offset parameter so that we allow client code to fetch more players instead of the first one
bool ACReader::Advance(FMemoryData& EntityWrapper) const
{
    EntityWrapper.PlayerEntity = FPlayerEntity(m_PlayerEntityAddress);
    return EntityWrapper.PlayerEntity.RefreshData(m_ProcessHandle);
}
bool ACReader :: Advance ( FMemoryData & EntityWrapper ) const { EntityWrapper . PlayerEntity = FPlayerEntity ( m_PlayerEntityAddress ) ; return EntityWrapper . PlayerEntity . RefreshData ( m_ProcessHandle ) ; }
TODO: Add offset parameter so that we allow client code to fetch more players instead of the first one
TODO : Add offset parameter so that we allow client code to fetch more players instead of the first one
// TODO need to avoid creating a FPlayerEntity all the time, we can just update the internal data pointer