mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 10:17:22 +01:00
Merge pull request #315 from daemitus/master
Actor.HitboxRadius, MNK/NINGauge updates + StyleCop
This commit is contained in:
commit
3c1ec83a04
4 changed files with 37 additions and 27 deletions
|
|
@ -29,28 +29,33 @@ namespace Dalamud.Game.ClientState.Actors.Types
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets position of this <see cref="Actor" />.
|
||||
/// Gets the position of this <see cref="Actor" />.
|
||||
/// </summary>
|
||||
public Position3 Position => this.ActorStruct.Position;
|
||||
|
||||
/// <summary>
|
||||
/// Gets rotation of this <see cref="Actor" />.
|
||||
/// Gets the rotation of this <see cref="Actor" />.
|
||||
/// This ranges from -pi to pi radians.
|
||||
/// </summary>
|
||||
public float Rotation => this.ActorStruct.Rotation;
|
||||
|
||||
/// <summary>
|
||||
/// Gets displayname of this <see cref="Actor" />.
|
||||
/// Gets the displayname of this <see cref="Actor" />.
|
||||
/// </summary>
|
||||
public string Name => this.ActorStruct.Name;
|
||||
|
||||
/// <summary>
|
||||
/// Gets actor ID of this <see cref="Actor" />.
|
||||
/// Gets the actor ID of this <see cref="Actor" />.
|
||||
/// </summary>
|
||||
public int ActorId => this.ActorStruct.ActorId;
|
||||
|
||||
/// <summary>
|
||||
/// Gets entity kind of this <see cref="Actor" />.
|
||||
/// Gets the hitbox radius of this <see cref="Actor" />.
|
||||
/// </summary>
|
||||
public float HitboxRadius => this.ActorStruct.HitboxRadius;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the entity kind of this <see cref="Actor" />.
|
||||
/// See <see cref="ObjectKind">the ObjectKind enum</see> for possible values.
|
||||
/// </summary>
|
||||
public ObjectKind ObjectKind => this.ActorStruct.ObjectKind;
|
||||
|
|
@ -71,7 +76,7 @@ namespace Dalamud.Game.ClientState.Actors.Types
|
|||
public virtual int TargetActorID => 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets status Effects.
|
||||
/// Gets status Effects.
|
||||
/// </summary>
|
||||
public StatusEffect[] StatusEffects => this.ActorStruct.UIStatusEffects;
|
||||
|
||||
|
|
|
|||
|
|
@ -20,6 +20,7 @@ namespace Dalamud.Game.ClientState.Structs
|
|||
public const int YalmDistanceFromPlayerY = 146; // 0x0092 Distance
|
||||
public const int Position = 160; // 0x00A0 (X,Z,Y)
|
||||
public const int Rotation = 176; // 0x00B0 Heading
|
||||
public const int HitboxRadius = 190;
|
||||
public const int CurrentHp = 452; // 0x01C4 HPCurrent
|
||||
public const int MaxHp = 456; // 0x01C8 HPMax
|
||||
public const int CurrentMp = 460; // 0x01CC MPCurrent
|
||||
|
|
@ -66,6 +67,7 @@ namespace Dalamud.Game.ClientState.Structs
|
|||
[FieldOffset(ActorOffsets.YalmDistanceFromPlayerY)] public byte YalmDistanceFromPlayerY; // and the other is z distance
|
||||
[FieldOffset(ActorOffsets.Position)] public Position3 Position;
|
||||
[FieldOffset(ActorOffsets.Rotation)] public float Rotation; // Rotation around the vertical axis (yaw), from -pi to pi radians
|
||||
[FieldOffset(ActorOffsets.HitboxRadius)] public float HitboxRadius;
|
||||
[FieldOffset(ActorOffsets.CurrentHp)] public int CurrentHp;
|
||||
[FieldOffset(ActorOffsets.MaxHp)] public int MaxHp;
|
||||
[FieldOffset(ActorOffsets.CurrentMp)] public int CurrentMp;
|
||||
|
|
|
|||
|
|
@ -1,21 +1,23 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct MNKGauge {
|
||||
public struct MNKGauge
|
||||
{
|
||||
[FieldOffset(0)] public byte NumChakra;
|
||||
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
[FieldOffset(0)] public byte GLTimer;
|
||||
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
[FieldOffset(2)] public byte NumGLStacks;
|
||||
[FieldOffset(3)] public byte NumChakra;
|
||||
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
[FieldOffset(4)] private byte GLTimerFreezeState;
|
||||
|
||||
public bool IsGLTimerFroze() {
|
||||
return GLTimerFreezeState > 0;
|
||||
}
|
||||
[Obsolete("GL has been removed from the game")]
|
||||
public bool IsGLTimerFroze() => false;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,17 +1,18 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge {
|
||||
|
||||
namespace Dalamud.Game.ClientState.Structs.JobGauge
|
||||
{
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct NINGauge {
|
||||
public struct NINGauge
|
||||
{
|
||||
[FieldOffset(0)] public int HutonTimeLeft;
|
||||
[FieldOffset(4)] public byte TCJMudrasUsed; //some sort of mask
|
||||
[FieldOffset(5)] public byte Ninki;
|
||||
[FieldOffset(6)] public byte NumHutonManualCasts; //wtf
|
||||
[FieldOffset(4)] public byte Ninki;
|
||||
|
||||
[Obsolete("Does not appear to be used")]
|
||||
[FieldOffset(4)] public byte TCJMudrasUsed;
|
||||
|
||||
[Obsolete("Does not appear to be used")]
|
||||
[FieldOffset(6)] public byte NumHutonManualCasts;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue