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Fix IDE0009: Add '.this'
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6 changed files with 33 additions and 33 deletions
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@ -1,4 +1,4 @@
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using FFXIVClientStructs.FFXIV.Client.Game.Gauge;
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using FFXIVClientStructs.FFXIV.Client.Game.Gauge;
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using CanvasFlags = Dalamud.Game.ClientState.JobGauge.Enums.CanvasFlags;
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using CanvasFlags = Dalamud.Game.ClientState.JobGauge.Enums.CanvasFlags;
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using CreatureFlags = Dalamud.Game.ClientState.JobGauge.Enums.CreatureFlags;
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using CreatureFlags = Dalamud.Game.ClientState.JobGauge.Enums.CreatureFlags;
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@ -22,45 +22,45 @@ public unsafe class PCTGauge : JobGaugeBase<PictomancerGauge>
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/// <summary>
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/// <summary>
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/// Gets the use of subjective pallete.
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/// Gets the use of subjective pallete.
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/// </summary>
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/// </summary>
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public byte PalleteGauge => Struct->PalleteGauge;
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public byte PalleteGauge => this.Struct->PalleteGauge;
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/// <summary>
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/// <summary>
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/// Gets the amount of paint the player has.
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/// Gets the amount of paint the player has.
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/// </summary>
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/// </summary>
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public byte Paint => Struct->Paint;
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public byte Paint => this.Struct->Paint;
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/// <summary>
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/// <summary>
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/// Gets a value indicating whether a creature motif is drawn.
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/// Gets a value indicating whether a creature motif is drawn.
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/// </summary>
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/// </summary>
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public bool CreatureMotifDrawn => Struct->CreatureMotifDrawn;
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public bool CreatureMotifDrawn => this.Struct->CreatureMotifDrawn;
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/// <summary>
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/// <summary>
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/// Gets a value indicating whether a weapon motif is drawn.
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/// Gets a value indicating whether a weapon motif is drawn.
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/// </summary>
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/// </summary>
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public bool WeaponMotifDrawn => Struct->WeaponMotifDrawn;
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public bool WeaponMotifDrawn => this.Struct->WeaponMotifDrawn;
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/// <summary>
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/// <summary>
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/// Gets a value indicating whether a landscape motif is drawn.
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/// Gets a value indicating whether a landscape motif is drawn.
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/// </summary>
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/// </summary>
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public bool LandscapeMotifDrawn => Struct->LandscapeMotifDrawn;
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public bool LandscapeMotifDrawn => this.Struct->LandscapeMotifDrawn;
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/// <summary>
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/// <summary>
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/// Gets a value indicating whether a moogle portrait is ready.
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/// Gets a value indicating whether a moogle portrait is ready.
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/// </summary>
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/// </summary>
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public bool MooglePortraitReady => Struct->MooglePortraitReady;
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public bool MooglePortraitReady => this.Struct->MooglePortraitReady;
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/// <summary>
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/// <summary>
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/// Gets a value indicating whether a madeen portrait is ready.
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/// Gets a value indicating whether a madeen portrait is ready.
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/// </summary>
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/// </summary>
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public bool MadeenPortraitReady => Struct->MadeenPortraitReady;
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public bool MadeenPortraitReady => this.Struct->MadeenPortraitReady;
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/// <summary>
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/// <summary>
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/// Gets which creature flags are present.
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/// Gets which creature flags are present.
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/// </summary>
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/// </summary>
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public CreatureFlags CreatureFlags => (CreatureFlags)Struct->CreatureFlags;
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public CreatureFlags CreatureFlags => (CreatureFlags)this.Struct->CreatureFlags;
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/// <summary>
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/// <summary>
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/// Gets which canvas flags are present.
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/// Gets which canvas flags are present.
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/// </summary>
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/// </summary>
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public CanvasFlags CanvasFlags => (CanvasFlags)Struct->CanvasFlags;
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public CanvasFlags CanvasFlags => (CanvasFlags)this.Struct->CanvasFlags;
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}
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}
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@ -24,25 +24,25 @@ public unsafe class VPRGauge : JobGaugeBase<ViperGauge>
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/// <summary>
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/// <summary>
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/// Gets how many uses of uncoiled fury the player has.
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/// Gets how many uses of uncoiled fury the player has.
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/// </summary>
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/// </summary>
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public byte RattlingCoilStacks => Struct->RattlingCoilStacks;
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public byte RattlingCoilStacks => this.Struct->RattlingCoilStacks;
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/// <summary>
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/// <summary>
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/// Gets Serpent Offering stacks and gauge.
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/// Gets Serpent Offering stacks and gauge.
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/// </summary>
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/// </summary>
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public byte SerpentOffering => Struct->SerpentOffering;
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public byte SerpentOffering => this.Struct->SerpentOffering;
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/// <summary>
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/// <summary>
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/// Gets value indicating the use of 1st, 2nd, 3rd, 4th generation and Ouroboros.
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/// Gets value indicating the use of 1st, 2nd, 3rd, 4th generation and Ouroboros.
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/// </summary>
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/// </summary>
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public byte AnguineTribute => Struct->AnguineTribute;
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public byte AnguineTribute => this.Struct->AnguineTribute;
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/// <summary>
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/// <summary>
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/// Gets the last Weaponskill used in DreadWinder/Pit of Dread combo.
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/// Gets the last Weaponskill used in DreadWinder/Pit of Dread combo.
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/// </summary>
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/// </summary>
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public DreadCombo DreadCombo => (DreadCombo)Struct->DreadCombo;
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public DreadCombo DreadCombo => (DreadCombo)this.Struct->DreadCombo;
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/// <summary>
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/// <summary>
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/// Gets current ability for Serpent's Tail.
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/// Gets current ability for Serpent's Tail.
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/// </summary>
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/// </summary>
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public SerpentCombo SerpentCombo => (SerpentCombo)Struct->SerpentCombo;
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public SerpentCombo SerpentCombo => (SerpentCombo)this.Struct->SerpentCombo;
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}
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}
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@ -29,50 +29,50 @@ internal sealed unsafe class TargetManager : IServiceType, ITargetManager
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IGameObject? Target
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public IGameObject? Target
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{
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{
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get => this.objectTable.CreateObjectReference((IntPtr)Struct->GetHardTarget());
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get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->GetHardTarget());
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set => Struct->SetHardTarget((FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address);
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set => this.Struct->SetHardTarget((FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address);
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}
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}
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IGameObject? MouseOverTarget
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public IGameObject? MouseOverTarget
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{
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{
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get => this.objectTable.CreateObjectReference((IntPtr)Struct->MouseOverTarget);
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get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->MouseOverTarget);
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set => Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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set => this.Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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}
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}
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IGameObject? FocusTarget
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public IGameObject? FocusTarget
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{
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{
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get => this.objectTable.CreateObjectReference((IntPtr)Struct->FocusTarget);
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get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->FocusTarget);
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set => Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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set => this.Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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}
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}
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IGameObject? PreviousTarget
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public IGameObject? PreviousTarget
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{
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{
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get => this.objectTable.CreateObjectReference((IntPtr)Struct->PreviousTarget);
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get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->PreviousTarget);
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set => Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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set => this.Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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}
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}
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IGameObject? SoftTarget
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public IGameObject? SoftTarget
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{
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{
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get => this.objectTable.CreateObjectReference((IntPtr)Struct->GetSoftTarget());
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get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->GetSoftTarget());
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set => Struct->SetSoftTarget((FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address);
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set => this.Struct->SetSoftTarget((FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address);
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}
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}
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IGameObject? GPoseTarget
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public IGameObject? GPoseTarget
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{
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{
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get => this.objectTable.CreateObjectReference((IntPtr)Struct->GPoseTarget);
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get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->GPoseTarget);
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set => Struct->GPoseTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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set => this.Struct->GPoseTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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}
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}
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IGameObject? MouseOverNameplateTarget
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public IGameObject? MouseOverNameplateTarget
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{
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{
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get => this.objectTable.CreateObjectReference((IntPtr)Struct->MouseOverNameplateTarget);
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get => this.objectTable.CreateObjectReference((IntPtr)this.Struct->MouseOverNameplateTarget);
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set => Struct->MouseOverNameplateTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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set => this.Struct->MouseOverNameplateTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
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}
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}
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private TargetSystem* Struct => TargetSystem.Instance();
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private TargetSystem* Struct => TargetSystem.Instance();
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@ -46,7 +46,7 @@ internal sealed unsafe partial class PartyList : IServiceType, IPartyList
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public unsafe IntPtr GroupManagerAddress => (nint)CSGroupManager.Instance();
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public unsafe IntPtr GroupManagerAddress => (nint)CSGroupManager.Instance();
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IntPtr GroupListAddress => (IntPtr)Unsafe.AsPointer(ref GroupManagerStruct->MainGroup.PartyMembers[0]);
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public IntPtr GroupListAddress => (IntPtr)Unsafe.AsPointer(ref this.GroupManagerStruct->MainGroup.PartyMembers[0]);
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/// <inheritdoc/>
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/// <inheritdoc/>
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public IntPtr AllianceListAddress => (IntPtr)Unsafe.AsPointer(ref this.GroupManagerStruct->MainGroup.AllianceMembers[0]);
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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
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/// <summary>
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/// <summary>
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/// Gets the amount of status effect slots the actor has.
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/// Gets the amount of status effect slots the actor has.
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/// </summary>
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/// </summary>
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public int Length => Struct->NumValidStatuses;
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public int Length => this.Struct->NumValidStatuses;
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private static int StatusSize { get; } = Marshal.SizeOf<FFXIVClientStructs.FFXIV.Client.Game.Status>();
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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
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/// <inheritdoc/>
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/// <inheritdoc/>
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public int VisibilityFlags
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public int VisibilityFlags
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{
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{
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get => ObjectData->VisibilityFlags;
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get => this.ObjectData->VisibilityFlags;
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set => ObjectData->VisibilityFlags = value;
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set => this.ObjectData->VisibilityFlags = value;
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}
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}
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/// <inheritdoc/>
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/// <inheritdoc/>
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