From 8d0b3b1e289e0736fe30d9b7c8f1c5a89970cbb2 Mon Sep 17 00:00:00 2001 From: Kaz Wolfe Date: Fri, 28 Jun 2024 08:00:02 -0700 Subject: [PATCH] cs bump --- Dalamud/Game/Gui/Dtr/DtrBar.cs | 6 +++--- lib/FFXIVClientStructs | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Dalamud/Game/Gui/Dtr/DtrBar.cs b/Dalamud/Game/Gui/Dtr/DtrBar.cs index 1de6effab..30f2ab67a 100644 --- a/Dalamud/Game/Gui/Dtr/DtrBar.cs +++ b/Dalamud/Game/Gui/Dtr/DtrBar.cs @@ -241,7 +241,7 @@ internal sealed unsafe class DtrBar : IInternalDisposableService, IDtrBar else { // If we want the node hidden, shift it up, to prevent collision conflicts - data.TextNode->AtkResNode.SetY(-collisionNode->Height * dtr->RootNode->ScaleX); + data.TextNode->AtkResNode.SetYFloat(-collisionNode->Height * dtr->RootNode->ScaleX); } } } @@ -303,10 +303,10 @@ internal sealed unsafe class DtrBar : IInternalDisposableService, IDtrBar var targetX = minX - (this.configuration.DtrSwapDirection ? 0 : additionalWidth); var targetWidth = (ushort)(nativeWidth + additionalWidth); - if (collisionNode->Width != targetWidth || collisionNode->X != targetX) + if (collisionNode->Width != targetWidth || Math.Abs(collisionNode->X - targetX) > 0.0001) { collisionNode->SetWidth(targetWidth); - collisionNode->SetX(targetX); + collisionNode->SetXFloat(targetX); } // If we are drawing backwards, we should start from the right side of the native nodes. diff --git a/lib/FFXIVClientStructs b/lib/FFXIVClientStructs index 53da4ea7d..1ed9dd8ec 160000 --- a/lib/FFXIVClientStructs +++ b/lib/FFXIVClientStructs @@ -1 +1 @@ -Subproject commit 53da4ea7d8655f273d652b4b7182edf85bd5a6a9 +Subproject commit 1ed9dd8ece743cca65c04977184533d61233ae06