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Merge pull request #105 from ff-meli/master
Update ActorTable offsets for hp/mp, add ui (display-only.. probably) status effects
This commit is contained in:
commit
487622be73
5 changed files with 35 additions and 6 deletions
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@ -34,6 +34,12 @@ namespace Dalamud.Game.ClientState.Actors.Types {
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/// </summary>
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public Position3 Position => this.actorStruct.Position;
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/// <summary>
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/// Rotation of this <see cref="Actor"/>.<br/>
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/// This ranges from -pi to pi radians.
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/// </summary>
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public float Rotation => this.actorStruct.Rotation;
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/// <summary>
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/// Displayname of this <see cref="Actor">Actor</see>.
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/// </summary>
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@ -42,7 +42,7 @@ namespace Dalamud.Game.ClientState.Actors.Types {
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/// <summary>
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/// The maximum MP of this Chara.
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/// </summary>
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public int MaxMp => this.actorStruct.MaxMp;
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public int MaxMp => 10000; // Currently hardcoded because the value in actorStruct is very questionable.
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/// <summary>
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/// Byte array describing the visual appearance of this Chara. Indexed by <see cref="CustomizeIndex"/>.
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@ -26,6 +26,7 @@ namespace Dalamud.Game.ClientState.Structs
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[FieldOffset(145)] public byte PlayerTargetStatus; // This is some kind of enum
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[FieldOffset(146)] public byte YalmDistanceFromPlayerY; // and the other is z distance
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[FieldOffset(160)] public Position3 Position;
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[FieldOffset(176)] public float Rotation; // Rotation around the vertical axis (yaw), from -pi to pi radians
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[FieldOffset(0x17B8)] [MarshalAs(UnmanagedType.ByValArray, SizeConst = 28)] public byte[] Customize;
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@ -38,12 +39,16 @@ namespace Dalamud.Game.ClientState.Structs
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[FieldOffset(0x1868)] public int NameId;
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[FieldOffset(0x1884)] public byte CurrentWorld;
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[FieldOffset(0x1886)] public byte HomeWorld;
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[FieldOffset(6328)] public int CurrentHp;
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[FieldOffset(6332)] public int MaxHp;
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[FieldOffset(6336)] public int CurrentMp;
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[FieldOffset(6340)] public int MaxMp;
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[FieldOffset(0x1898)] public int CurrentHp;
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[FieldOffset(0x189C)] public int MaxHp;
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[FieldOffset(0x18A0)] public int CurrentMp;
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// This value is weird. It seems to change semi-randomly between 0 and 10k, definitely
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// in response to mp-using events, but it doesn't often have a value and the changing seems
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// somewhat arbitrary.
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[FieldOffset(0x18AA)] public int MaxMp;
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[FieldOffset(6358)] public byte ClassJob;
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[FieldOffset(6360)] public byte Level;
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[FieldOffset(0x1958)][MarshalAs(UnmanagedType.ByValArray, SizeConst = 20)] public StatusEffect[] UIStatusEffects;
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}
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}
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18
Dalamud/Game/ClientState/Structs/StatusEffect.cs
Normal file
18
Dalamud/Game/ClientState/Structs/StatusEffect.cs
Normal file
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@ -0,0 +1,18 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Dalamud.Game.ClientState.Structs
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{
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/// <summary>
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/// Native memory representation of a FFXIV status effect.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct StatusEffect
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{
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public short EffectId;
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public byte StackCount;
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public byte Param;
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public float Duration;
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public int OwnerId;
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}
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}
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@ -98,7 +98,7 @@ namespace Dalamud.Interface
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continue;
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stateString +=
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$"{actor.Address.ToInt64():X}:{actor.ActorId:X}[{i}] - {actor.ObjectKind} - {actor.Name} - X{actor.Position.X} Y{actor.Position.Y} Z{actor.Position.Z} D{actor.YalmDistanceX}\n";
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$"{actor.Address.ToInt64():X}:{actor.ActorId:X}[{i}] - {actor.ObjectKind} - {actor.Name} - X{actor.Position.X} Y{actor.Position.Y} Z{actor.Position.Z} D{actor.YalmDistanceX} R{actor.Rotation}\n";
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if (actor is Npc npc)
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stateString += $" DataId: {npc.DataId} NameId:{npc.NameId}\n";
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