Fix IDE0009: Add '.this'

This commit is contained in:
Haselnussbomber 2025-10-24 03:11:28 +02:00
parent 9d9d06755d
commit a32c0f07ea
No known key found for this signature in database
GPG key ID: BB905BB49E7295D1
6 changed files with 33 additions and 33 deletions

View file

@ -1,4 +1,4 @@
using FFXIVClientStructs.FFXIV.Client.Game.Gauge;
using FFXIVClientStructs.FFXIV.Client.Game.Gauge;
using CanvasFlags = Dalamud.Game.ClientState.JobGauge.Enums.CanvasFlags;
using CreatureFlags = Dalamud.Game.ClientState.JobGauge.Enums.CreatureFlags;
@ -22,45 +22,45 @@ public unsafe class PCTGauge : JobGaugeBase<PictomancerGauge>
/// <summary>
/// Gets the use of subjective pallete.
/// </summary>
public byte PalleteGauge => Struct->PalleteGauge;
public byte PalleteGauge => this.Struct->PalleteGauge;
/// <summary>
/// Gets the amount of paint the player has.
/// </summary>
public byte Paint => Struct->Paint;
public byte Paint => this.Struct->Paint;
/// <summary>
/// Gets a value indicating whether a creature motif is drawn.
/// </summary>
public bool CreatureMotifDrawn => Struct->CreatureMotifDrawn;
public bool CreatureMotifDrawn => this.Struct->CreatureMotifDrawn;
/// <summary>
/// Gets a value indicating whether a weapon motif is drawn.
/// </summary>
public bool WeaponMotifDrawn => Struct->WeaponMotifDrawn;
public bool WeaponMotifDrawn => this.Struct->WeaponMotifDrawn;
/// <summary>
/// Gets a value indicating whether a landscape motif is drawn.
/// </summary>
public bool LandscapeMotifDrawn => Struct->LandscapeMotifDrawn;
public bool LandscapeMotifDrawn => this.Struct->LandscapeMotifDrawn;
/// <summary>
/// Gets a value indicating whether a moogle portrait is ready.
/// </summary>
public bool MooglePortraitReady => Struct->MooglePortraitReady;
public bool MooglePortraitReady => this.Struct->MooglePortraitReady;
/// <summary>
/// Gets a value indicating whether a madeen portrait is ready.
/// </summary>
public bool MadeenPortraitReady => Struct->MadeenPortraitReady;
public bool MadeenPortraitReady => this.Struct->MadeenPortraitReady;
/// <summary>
/// Gets which creature flags are present.
/// </summary>
public CreatureFlags CreatureFlags => (CreatureFlags)Struct->CreatureFlags;
public CreatureFlags CreatureFlags => (CreatureFlags)this.Struct->CreatureFlags;
/// <summary>
/// Gets which canvas flags are present.
/// </summary>
public CanvasFlags CanvasFlags => (CanvasFlags)Struct->CanvasFlags;
public CanvasFlags CanvasFlags => (CanvasFlags)this.Struct->CanvasFlags;
}

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@ -24,25 +24,25 @@ public unsafe class VPRGauge : JobGaugeBase<ViperGauge>
/// <summary>
/// Gets how many uses of uncoiled fury the player has.
/// </summary>
public byte RattlingCoilStacks => Struct->RattlingCoilStacks;
public byte RattlingCoilStacks => this.Struct->RattlingCoilStacks;
/// <summary>
/// Gets Serpent Offering stacks and gauge.
/// </summary>
public byte SerpentOffering => Struct->SerpentOffering;
public byte SerpentOffering => this.Struct->SerpentOffering;
/// <summary>
/// Gets value indicating the use of 1st, 2nd, 3rd, 4th generation and Ouroboros.
/// </summary>
public byte AnguineTribute => Struct->AnguineTribute;
public byte AnguineTribute => this.Struct->AnguineTribute;
/// <summary>
/// Gets the last Weaponskill used in DreadWinder/Pit of Dread combo.
/// </summary>
public DreadCombo DreadCombo => (DreadCombo)Struct->DreadCombo;
public DreadCombo DreadCombo => (DreadCombo)this.Struct->DreadCombo;
/// <summary>
/// Gets current ability for Serpent's Tail.
/// </summary>
public SerpentCombo SerpentCombo => (SerpentCombo)Struct->SerpentCombo;
public SerpentCombo SerpentCombo => (SerpentCombo)this.Struct->SerpentCombo;
}

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@ -29,50 +29,50 @@ internal sealed unsafe class TargetManager : IServiceType, ITargetManager
/// <inheritdoc/>
public IGameObject? Target
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->GetHardTarget());
set => Struct->SetHardTarget((FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address);
get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->GetHardTarget());
set => this.Struct->SetHardTarget((FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address);
}
/// <inheritdoc/>
public IGameObject? MouseOverTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->MouseOverTarget);
set => Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->MouseOverTarget);
set => this.Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
public IGameObject? FocusTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->FocusTarget);
set => Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->FocusTarget);
set => this.Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
public IGameObject? PreviousTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->PreviousTarget);
set => Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->PreviousTarget);
set => this.Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
public IGameObject? SoftTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->GetSoftTarget());
set => Struct->SetSoftTarget((FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address);
get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->GetSoftTarget());
set => this.Struct->SetSoftTarget((FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address);
}
/// <inheritdoc/>
public IGameObject? GPoseTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->GPoseTarget);
set => Struct->GPoseTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->GPoseTarget);
set => this.Struct->GPoseTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
/// <inheritdoc/>
public IGameObject? MouseOverNameplateTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->MouseOverNameplateTarget);
set => Struct->MouseOverNameplateTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->MouseOverNameplateTarget);
set => this.Struct->MouseOverNameplateTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
private TargetSystem* Struct => TargetSystem.Instance();

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@ -46,7 +46,7 @@ internal sealed unsafe partial class PartyList : IServiceType, IPartyList
public unsafe IntPtr GroupManagerAddress => (nint)CSGroupManager.Instance();
/// <inheritdoc/>
public IntPtr GroupListAddress => (IntPtr)Unsafe.AsPointer(ref GroupManagerStruct->MainGroup.PartyMembers[0]);
public IntPtr GroupListAddress => (IntPtr)Unsafe.AsPointer(ref this.GroupManagerStruct->MainGroup.PartyMembers[0]);
/// <inheritdoc/>
public IntPtr AllianceListAddress => (IntPtr)Unsafe.AsPointer(ref this.GroupManagerStruct->MainGroup.AllianceMembers[0]);

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@ -38,7 +38,7 @@ public sealed unsafe partial class StatusList
/// <summary>
/// Gets the amount of status effect slots the actor has.
/// </summary>
public int Length => Struct->NumValidStatuses;
public int Length => this.Struct->NumValidStatuses;
private static int StatusSize { get; } = Marshal.SizeOf<FFXIVClientStructs.FFXIV.Client.Game.Status>();

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@ -427,8 +427,8 @@ internal unsafe class NamePlateUpdateHandler : INamePlateUpdateHandler
/// <inheritdoc/>
public int VisibilityFlags
{
get => ObjectData->VisibilityFlags;
set => ObjectData->VisibilityFlags = value;
get => this.ObjectData->VisibilityFlags;
set => this.ObjectData->VisibilityFlags = value;
}
/// <inheritdoc/>