diff --git a/Dalamud/Game/ClientState/JobGauge/Types/PCTGauge.cs b/Dalamud/Game/ClientState/JobGauge/Types/PCTGauge.cs index d31a22702..9745bff7c 100644 --- a/Dalamud/Game/ClientState/JobGauge/Types/PCTGauge.cs +++ b/Dalamud/Game/ClientState/JobGauge/Types/PCTGauge.cs @@ -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 /// /// Gets the use of subjective pallete. /// - public byte PalleteGauge => Struct->PalleteGauge; + public byte PalleteGauge => this.Struct->PalleteGauge; /// /// Gets the amount of paint the player has. /// - public byte Paint => Struct->Paint; + public byte Paint => this.Struct->Paint; /// /// Gets a value indicating whether a creature motif is drawn. /// - public bool CreatureMotifDrawn => Struct->CreatureMotifDrawn; + public bool CreatureMotifDrawn => this.Struct->CreatureMotifDrawn; /// /// Gets a value indicating whether a weapon motif is drawn. /// - public bool WeaponMotifDrawn => Struct->WeaponMotifDrawn; + public bool WeaponMotifDrawn => this.Struct->WeaponMotifDrawn; /// /// Gets a value indicating whether a landscape motif is drawn. /// - public bool LandscapeMotifDrawn => Struct->LandscapeMotifDrawn; + public bool LandscapeMotifDrawn => this.Struct->LandscapeMotifDrawn; /// /// Gets a value indicating whether a moogle portrait is ready. /// - public bool MooglePortraitReady => Struct->MooglePortraitReady; + public bool MooglePortraitReady => this.Struct->MooglePortraitReady; /// /// Gets a value indicating whether a madeen portrait is ready. /// - public bool MadeenPortraitReady => Struct->MadeenPortraitReady; + public bool MadeenPortraitReady => this.Struct->MadeenPortraitReady; /// /// Gets which creature flags are present. /// - public CreatureFlags CreatureFlags => (CreatureFlags)Struct->CreatureFlags; + public CreatureFlags CreatureFlags => (CreatureFlags)this.Struct->CreatureFlags; /// /// Gets which canvas flags are present. /// - public CanvasFlags CanvasFlags => (CanvasFlags)Struct->CanvasFlags; + public CanvasFlags CanvasFlags => (CanvasFlags)this.Struct->CanvasFlags; } diff --git a/Dalamud/Game/ClientState/JobGauge/Types/VPRGauge.cs b/Dalamud/Game/ClientState/JobGauge/Types/VPRGauge.cs index 3c822c7d7..765a52491 100644 --- a/Dalamud/Game/ClientState/JobGauge/Types/VPRGauge.cs +++ b/Dalamud/Game/ClientState/JobGauge/Types/VPRGauge.cs @@ -24,25 +24,25 @@ public unsafe class VPRGauge : JobGaugeBase /// /// Gets how many uses of uncoiled fury the player has. /// - public byte RattlingCoilStacks => Struct->RattlingCoilStacks; + public byte RattlingCoilStacks => this.Struct->RattlingCoilStacks; /// /// Gets Serpent Offering stacks and gauge. /// - public byte SerpentOffering => Struct->SerpentOffering; + public byte SerpentOffering => this.Struct->SerpentOffering; /// /// Gets value indicating the use of 1st, 2nd, 3rd, 4th generation and Ouroboros. /// - public byte AnguineTribute => Struct->AnguineTribute; + public byte AnguineTribute => this.Struct->AnguineTribute; /// /// Gets the last Weaponskill used in DreadWinder/Pit of Dread combo. /// - public DreadCombo DreadCombo => (DreadCombo)Struct->DreadCombo; + public DreadCombo DreadCombo => (DreadCombo)this.Struct->DreadCombo; /// /// Gets current ability for Serpent's Tail. /// - public SerpentCombo SerpentCombo => (SerpentCombo)Struct->SerpentCombo; + public SerpentCombo SerpentCombo => (SerpentCombo)this.Struct->SerpentCombo; } diff --git a/Dalamud/Game/ClientState/Objects/TargetManager.cs b/Dalamud/Game/ClientState/Objects/TargetManager.cs index f81154693..db0c49688 100644 --- a/Dalamud/Game/ClientState/Objects/TargetManager.cs +++ b/Dalamud/Game/ClientState/Objects/TargetManager.cs @@ -29,50 +29,50 @@ internal sealed unsafe class TargetManager : IServiceType, ITargetManager /// 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); } /// 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; } /// 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; } /// 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; } /// 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); } /// 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; } /// 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(); diff --git a/Dalamud/Game/ClientState/Party/PartyList.cs b/Dalamud/Game/ClientState/Party/PartyList.cs index 9618b679c..f4f39e945 100644 --- a/Dalamud/Game/ClientState/Party/PartyList.cs +++ b/Dalamud/Game/ClientState/Party/PartyList.cs @@ -46,7 +46,7 @@ internal sealed unsafe partial class PartyList : IServiceType, IPartyList public unsafe IntPtr GroupManagerAddress => (nint)CSGroupManager.Instance(); /// - public IntPtr GroupListAddress => (IntPtr)Unsafe.AsPointer(ref GroupManagerStruct->MainGroup.PartyMembers[0]); + public IntPtr GroupListAddress => (IntPtr)Unsafe.AsPointer(ref this.GroupManagerStruct->MainGroup.PartyMembers[0]); /// public IntPtr AllianceListAddress => (IntPtr)Unsafe.AsPointer(ref this.GroupManagerStruct->MainGroup.AllianceMembers[0]); diff --git a/Dalamud/Game/ClientState/Statuses/StatusList.cs b/Dalamud/Game/ClientState/Statuses/StatusList.cs index 410ae9d7c..951cc5efa 100644 --- a/Dalamud/Game/ClientState/Statuses/StatusList.cs +++ b/Dalamud/Game/ClientState/Statuses/StatusList.cs @@ -38,7 +38,7 @@ public sealed unsafe partial class StatusList /// /// Gets the amount of status effect slots the actor has. /// - public int Length => Struct->NumValidStatuses; + public int Length => this.Struct->NumValidStatuses; private static int StatusSize { get; } = Marshal.SizeOf(); diff --git a/Dalamud/Game/Gui/NamePlate/NamePlateUpdateHandler.cs b/Dalamud/Game/Gui/NamePlate/NamePlateUpdateHandler.cs index a8c6ff3c1..e197e2360 100644 --- a/Dalamud/Game/Gui/NamePlate/NamePlateUpdateHandler.cs +++ b/Dalamud/Game/Gui/NamePlate/NamePlateUpdateHandler.cs @@ -427,8 +427,8 @@ internal unsafe class NamePlateUpdateHandler : INamePlateUpdateHandler /// public int VisibilityFlags { - get => ObjectData->VisibilityFlags; - set => ObjectData->VisibilityFlags = value; + get => this.ObjectData->VisibilityFlags; + set => this.ObjectData->VisibilityFlags = value; } ///