diff --git a/Dalamud/Game/ClientState/Actors/Types/Chara.cs b/Dalamud/Game/ClientState/Actors/Types/Chara.cs
index 467ad087a..da75821b8 100644
--- a/Dalamud/Game/ClientState/Actors/Types/Chara.cs
+++ b/Dalamud/Game/ClientState/Actors/Types/Chara.cs
@@ -42,7 +42,27 @@ namespace Dalamud.Game.ClientState.Actors.Types {
///
/// The maximum MP of this Chara.
///
- public int MaxMp => 10000; // Currently hardcoded because the value in actorStruct is very questionable.
+ public int MaxMp => this.actorStruct.MaxMp;
+
+ ///
+ /// The current GP of this Chara.
+ ///
+ public int CurrentGp => this.actorStruct.CurrentGp;
+
+ ///
+ /// The maximum GP of this Chara.
+ ///
+ public int MaxGp => this.actorStruct.MaxGp;
+
+ ///
+ /// The current CP of this Chara.
+ ///
+ public int CurrentCp => this.actorStruct.CurrentCp;
+
+ ///
+ /// The maximum CP of this Chara.
+ ///
+ public int MaxCp => this.actorStruct.MaxCp;
///
/// Byte array describing the visual appearance of this Chara. Indexed by .
diff --git a/Dalamud/Game/ClientState/Structs/Actor.cs b/Dalamud/Game/ClientState/Structs/Actor.cs
index fa70e130d..edf7c4147 100644
--- a/Dalamud/Game/ClientState/Structs/Actor.cs
+++ b/Dalamud/Game/ClientState/Structs/Actor.cs
@@ -11,40 +11,71 @@ namespace Dalamud.Game.ClientState.Structs
{
public class ActorOffsets
{
- public const int Name = 0x30;
- public const int ActorId = 116;
- public const int DataId = 128;
- public const int OwnerId = 132;
- public const int ObjectKind = 140;
- public const int SubKind = 141;
- public const int IsFriendly = 142;
- public const int YalmDistanceFromPlayerX = 144;
- public const int PlayerTargetStatus = 145;
- public const int YalmDistanceFromPlayerY = 146;
- public const int Position = 160;
- public const int Rotation = 176;
- public const int Customize = 0x17B8;
- public const int PlayerCharacterTargetActorId = 0x1F0;
- public const int BattleNpcTargetActorId = 0x17F8;
- public const int CompanyTag = 0x17D0;
- public const int NameId = 0x1868;
- public const int CurrentWorld = 0x1884;
- public const int HomeWorld = 0x1886;
- public const int CurrentHp = 0x1898;
- public const int MaxHp = 0x189C;
- public const int CurrentMp = 0x18A0;
- public const int MaxMp = 0x18AA;
- public const int ClassJob = 0x18DA;
- public const int Level = 0x18DC;
- public const int UIStatusEffects = 0x1958;
- }
+ // ??? Offsets based on https://github.com/FFXIVAPP/sharlayan-resources/blob/master/structures/5.3/x64.json
+ public const int Name = 48; // 0x0030
+ public const int ActorId = 116; // 0x0074
+ // public const int ??? = 120; // 0x0078 NPCID1
+ public const int DataId = 128; // 0x0080 NPCID2
+ public const int OwnerId = 132; // 0x0084
+ public const int ObjectKind = 140; // 0x008C Type
+ public const int SubKind = 141; // 0x008D
+ public const int IsFriendly = 142; // 0x008E
+ public const int YalmDistanceFromPlayerX = 144; // 0x0090
+ public const int PlayerTargetStatus = 145; // 0x0091
+ public const int YalmDistanceFromPlayerY = 146; // 0x0092 Distance
+ // public const int ??? = 148; // 0x0094 TargetFlags
+ // public const int ??? = 148; // 0x0094 GatheringInvisible
+ public const int Position = 160; // 0x00A0 (X,Z,Y)
+ public const int Rotation = 176; // 0x00B0 Heading
+ // public const int ??? = 190; // 0x00BE EventObjectType
+ // public const int ??? = 192; // 0x00C0 HitBoxRadius
+ // public const int ??? = 228; // 0x00E4 Fate
+ // public const int ??? = 396; // 0x018C IsGM
+ // public const int ??? = 464; // 0x01D0 TargetType
+ // public const int ??? = 480; // 0x01E0 EntityCount
+ // public const int ??? = 488; // 0x01E8 GatheringStatus
+ public const int PlayerCharacterTargetActorId = 496; // 0x01F0 TargetID
+ // public const int ??? = 5297; // 0x14B1 Status
+ public const int Customize = 6072; // 0x17B8
+ public const int CompanyTag = 6096; // 0x17D0
+ public const int BattleNpcTargetActorId = 6136; // 0x17F8 ClaimedByID
+ public const int NameId = 6248; // 0x1868 ModelID
+ public const int CurrentWorld = 6276; // 0x1884
+ public const int HomeWorld = 6278; // 0x1886
+ public const int CurrentHp = 6296; // 0x1898 HPCurrent
+ public const int MaxHp = 6300; // 0x189C HPMax
+ public const int CurrentMp = 6304; // 0x18A0 MPCurrent
+ public const int MaxMp = 6308; // 0x18A4 MPMax
+ public const int CurrentGp = 6314; // 0x18AA GPCurrent
+ public const int MaxGp = 6316; // 0x18AC GPMax
+ public const int CurrentCp = 6318; // 0x18AE CPCurrent
+ public const int MaxCp = 6320; // 0x18B0 CPMax
+ // public const int ??? = 6326; // 0x18B6 Title
+ // public const int ??? = 6354; // 0x18D2 Icon
+ // public const int ??? = 6356; // 0x18D4 ActionStatus
+ public const int ClassJob = 6362; // 0x18DA Job
+ public const int Level = 6364; // 0x18DC Level
+ // public const int ??? = 6367; // 0x18DF GrandCompany
+ // public const int ??? = 6367; // 0x18DF GrandCompanyRank
+ // public const int ??? = 6371; // 0x18E3 DifficultyRank
+ // public const int ??? = 6385; // 0x18F1 AgroFlags
+ // public const int ??? = 6406; // 0x1906 CombatFlags
+ public const int UIStatusEffects = 6488; // 0x1958 DefaultStatusEffectOffset
+ // public const int ??? = 6880; // 0x1AE0 IsCasting1
+ // public const int ??? = 6882; // 0x1AE2 IsCasting2
+ // public const int ??? = 6884; // 0x1AE4 CastingID
+ // public const int ??? = 6896; // 0x1AF0 CastingTargetID
+ // public const int ??? = 6932; // 0x1B14 CastingProgress
+ // public const int ??? = 6936; // 0x1B18 CastingTime
+ }
///
/// Native memory representation of a FFXIV actor.
///
[StructLayout(LayoutKind.Explicit)]
- public struct Actor {
- [FieldOffset(ActorOffsets.Name)] [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 30)]
+ public struct Actor
+ {
+ [FieldOffset(ActorOffsets.Name)] [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 30)]
public string Name;
[FieldOffset(ActorOffsets.ActorId)] public int ActorId;
@@ -74,13 +105,13 @@ namespace Dalamud.Game.ClientState.Structs
[FieldOffset(ActorOffsets.CurrentHp)] public int CurrentHp;
[FieldOffset(ActorOffsets.MaxHp)] public int MaxHp;
[FieldOffset(ActorOffsets.CurrentMp)] public int CurrentMp;
- // This value is weird. It seems to change semi-randomly between 0 and 10k, definitely
- // in response to mp-using events, but it doesn't often have a value and the changing seems
- // somewhat arbitrary.
- [FieldOffset(ActorOffsets.MaxMp)] public int MaxMp;
+ [FieldOffset(ActorOffsets.MaxMp)] public short MaxMp;
+ [FieldOffset(ActorOffsets.CurrentGp)] public short CurrentGp;
+ [FieldOffset(ActorOffsets.MaxGp)] public short MaxGp;
+ [FieldOffset(ActorOffsets.CurrentCp)] public short CurrentCp;
+ [FieldOffset(ActorOffsets.MaxCp)] public short MaxCp;
[FieldOffset(ActorOffsets.ClassJob)] public byte ClassJob;
[FieldOffset(ActorOffsets.Level)] public byte Level;
- [FieldOffset(ActorOffsets.UIStatusEffects)][MarshalAs(UnmanagedType.ByValArray, SizeConst = 20)] public StatusEffect[] UIStatusEffects;
-
+ [FieldOffset(ActorOffsets.UIStatusEffects)] [MarshalAs(UnmanagedType.ByValArray, SizeConst = 20)] public StatusEffect[] UIStatusEffects;
}
}