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Break JobGauges
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parent
c0ab271892
commit
c3dfe0eb31
16 changed files with 207 additions and 147 deletions
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@ -8,35 +8,43 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct BLMGauge
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{
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/// <summary>
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/// Gets the time until the next Polyglot stack in milliseconds.
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/// </summary>
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[FieldOffset(0)]
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public short TimeUntilNextPolyglot; // enochian timer
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private short timeUntilNextPolyglot; // enochian timer
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/// <summary>
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/// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds.
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/// </summary>
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[FieldOffset(2)]
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public short ElementTimeRemaining; // umbral ice and astral fire timer
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private short elementTimeRemaining; // umbral ice and astral fire timer
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[FieldOffset(4)]
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private byte elementStance; // umbral ice or astral fire
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/// <summary>
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/// Gets the number of Umbral Hearts remaining.
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/// </summary>
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[FieldOffset(5)]
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public byte NumUmbralHearts;
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private byte numUmbralHearts;
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[FieldOffset(6)]
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private byte numPolyglotStacks;
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[FieldOffset(7)]
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private byte enochianState;
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/// <summary>
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/// Gets the time until the next Polyglot stack in milliseconds.
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/// </summary>
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public short TimeUntilNextPolyglot => this.timeUntilNextPolyglot;
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/// <summary>
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/// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds.
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/// </summary>
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public short ElementTimeRemaining => this.elementTimeRemaining;
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/// <summary>
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/// Gets the number of Polyglot stacks remaining.
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/// </summary>
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[FieldOffset(6)]
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public byte NumPolyglotStacks;
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public byte NumPolyglotStacks => this.numPolyglotStacks;
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[FieldOffset(7)]
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private byte enochianState;
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/// <summary>
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/// Gets the number of Umbral Hearts remaining.
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/// </summary>
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public byte NumUmbralHearts => this.numUmbralHearts;
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/// <summary>
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/// Gets if the player is in Umbral Ice.
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@ -8,28 +8,36 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct BRDGauge
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{
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[FieldOffset(0)]
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private short songTimer;
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[FieldOffset(2)]
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private byte numSongStacks;
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[FieldOffset(3)]
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private byte soulVoiceValue;
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[FieldOffset(4)]
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private CurrentSong activeSong;
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/// <summary>
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/// Gets the current song timer in milliseconds.
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/// </summary>
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[FieldOffset(0)]
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public short SongTimer;
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public short SongTimer => this.songTimer;
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/// <summary>
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/// Gets the number of stacks for the current song.
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/// </summary>
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[FieldOffset(2)]
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public byte NumSongStacks;
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public byte NumSongStacks => this.numSongStacks;
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/// <summary>
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/// Gets the amount of Soul Voice accumulated.
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/// </summary>
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[FieldOffset(3)]
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public byte SoulVoiceValue;
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public byte SoulVoiceValue => this.soulVoiceValue;
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/// <summary>
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/// Gets the type of song that is active.
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/// </summary>
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[FieldOffset(4)]
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public CurrentSong ActiveSong;
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public CurrentSong ActiveSong => this.activeSong;
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}
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}
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@ -8,26 +8,32 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public unsafe struct DNCGauge
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{
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/// <summary>
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/// Gets the number of feathers available.
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/// </summary>
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[FieldOffset(0)]
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public byte NumFeathers;
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private byte numFeathers;
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/// <summary>
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/// Gets the amount of Espirit available.
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/// </summary>
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[FieldOffset(1)]
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public byte Esprit;
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private byte esprit;
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[FieldOffset(2)]
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private fixed byte stepOrder[4];
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[FieldOffset(6)]
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private byte numCompleteSteps;
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/// <summary>
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/// Gets the number of feathers available.
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/// </summary>
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public byte NumFeathers => this.numFeathers;
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/// <summary>
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/// Gets the amount of Espirit available.
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/// </summary>
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public byte Esprit => this.esprit;
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/// <summary>
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/// Gets the number of steps completed for the current dance.
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/// </summary>
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[FieldOffset(6)]
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public byte NumCompleteSteps;
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public byte NumCompleteSteps => this.numCompleteSteps;
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/// <summary>
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/// Gets the next step in the current dance.
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@ -8,22 +8,28 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct DRGGauge
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{
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[FieldOffset(0)]
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private short botdTimer;
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[FieldOffset(2)]
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private BOTDState botdState;
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[FieldOffset(3)]
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private byte eyeCount;
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/// <summary>
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/// Gets the time remaining for Blood of the Dragon in milliseconds.
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/// </summary>
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[FieldOffset(0)]
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public short BOTDTimer;
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public short BOTDTimer => this.botdTimer;
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/// <summary>
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/// Gets the current state of Blood of the Dragon.
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/// </summary>
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[FieldOffset(2)]
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public BOTDState BOTDState;
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public BOTDState BOTDState => this.botdState;
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/// <summary>
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/// Gets the count of eyes opened during Blood of the Dragon.
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/// </summary>
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[FieldOffset(3)]
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public byte EyeCount;
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public byte EyeCount => this.eyeCount;
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}
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}
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@ -8,26 +8,32 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct DRKGauge
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{
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/// <summary>
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/// Gets the amount of blood accumulated.
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/// </summary>
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[FieldOffset(0)]
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public byte Blood;
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private byte blood;
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/// <summary>
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/// Gets the Darkside time remaining in milliseconds.
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/// </summary>
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[FieldOffset(2)]
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public ushort DarksideTimeRemaining;
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private ushort darksideTimeRemaining;
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[FieldOffset(4)]
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private byte darkArtsState;
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[FieldOffset(6)]
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private ushort shadowTimeRemaining;
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/// <summary>
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/// Gets the amount of blood accumulated.
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/// </summary>
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public byte Blood => this.blood;
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/// <summary>
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/// Gets the Darkside time remaining in milliseconds.
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/// </summary>
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public ushort DarksideTimeRemaining => this.darksideTimeRemaining;
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/// <summary>
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/// Gets the Shadow time remaining in milliseconds.
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/// </summary>
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[FieldOffset(6)]
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public ushort ShadowTimeRemaining;
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public ushort ShadowTimeRemaining => this.shadowTimeRemaining;
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/// <summary>
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/// Gets if the player has Dark Arts or not.
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@ -8,22 +8,28 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct GNBGauge
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{
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[FieldOffset(0)]
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private byte numAmmo;
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[FieldOffset(2)]
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private short maxTimerDuration;
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[FieldOffset(4)]
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private byte ammoComboStepNumber;
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/// <summary>
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/// Gets the amount of ammo available.
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/// </summary>
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[FieldOffset(0)]
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public byte NumAmmo;
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public byte NumAmmo => this.numAmmo;
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/// <summary>
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/// Gets the max combo time of the Gnashing Fang combo.
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/// </summary>
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[FieldOffset(2)]
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public short MaxTimerDuration;
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public short MaxTimerDuration => this.maxTimerDuration;
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/// <summary>
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/// Gets the current step of the Gnashing Fang combo.
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/// </summary>
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[FieldOffset(4)]
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public byte AmmoComboStepNumber;
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public byte AmmoComboStepNumber => this.ammoComboStepNumber;
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}
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}
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@ -8,38 +8,48 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct MCHGauge
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{
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[FieldOffset(0)]
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private short overheatTimeRemaining;
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[FieldOffset(2)]
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private short robotTimeRemaining;
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[FieldOffset(4)]
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private byte heat;
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[FieldOffset(5)]
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private byte battery;
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[FieldOffset(6)]
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private byte lastRobotBatteryPower;
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[FieldOffset(7)]
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private byte timerActive;
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/// <summary>
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/// Gets the time time remaining for Overheat in milliseconds.
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/// </summary>
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[FieldOffset(0)]
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public short OverheatTimeRemaining;
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public short OverheatTimeRemaining => this.overheatTimeRemaining;
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/// <summary>
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/// Gets the time remaining for the Rook or Queen in milliseconds.
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/// </summary>
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[FieldOffset(2)]
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public short RobotTimeRemaining;
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public short RobotTimeRemaining => this.robotTimeRemaining;
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/// <summary>
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/// Gets the current Heat level.
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/// </summary>
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[FieldOffset(4)]
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public byte Heat;
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public byte Heat => this.heat;
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/// <summary>
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/// Gets the current Battery level.
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/// </summary>
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[FieldOffset(5)]
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public byte Battery;
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public byte Battery => this.battery;
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/// <summary>
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/// Gets the battery level of the last Robot.
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/// </summary>
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[FieldOffset(6)]
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public byte LastRobotBatteryPower;
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[FieldOffset(7)]
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private byte timerActive;
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public byte LastRobotBatteryPower => this.lastRobotBatteryPower;
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/// <summary>
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/// Gets if the player is currently Overheated.
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@ -1,4 +1,3 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Dalamud.Game.ClientState.Structs.JobGauge
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@ -9,35 +8,12 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct MNKGauge
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{
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[FieldOffset(0)]
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private byte numChakra;
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/// <summary>
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/// Gets the number of Chakra available.
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/// </summary>
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[FieldOffset(0)]
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public byte NumChakra;
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/// <summary>
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/// Gets the Greased Lightning timer in milliseconds.
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/// </summary>
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[Obsolete("GL has been removed from the game")]
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[FieldOffset(0)]
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public byte GLTimer;
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/// <summary>
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/// Gets the amount of Greased Lightning stacks.
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/// </summary>
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[Obsolete("GL has been removed from the game")]
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[FieldOffset(2)]
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public byte NumGLStacks;
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[Obsolete("GL has been removed from the game")]
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[FieldOffset(4)]
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private byte glTimerFreezeState;
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/// <summary>
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/// Gets if the Greased Lightning timer has been frozen.
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/// </summary>
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/// <returns>><c>true</c> or <c>false</c>.</returns>
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[Obsolete("GL has been removed from the game")]
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public bool IsGLTimerFroze() => false;
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public byte NumChakra => this.numChakra;
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}
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}
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@ -9,30 +9,28 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct NINGauge
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{
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[FieldOffset(0)]
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private int hutonTimeLeft;
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[FieldOffset(4)]
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private byte ninki;
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[FieldOffset(5)]
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private byte numHutonManualCasts;
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/// <summary>
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/// Gets the time left on Huton in milliseconds.
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/// </summary>
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// TODO: Probably a short, confirm.
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[FieldOffset(0)]
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public int HutonTimeLeft;
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public int HutonTimeLeft => this.hutonTimeLeft;
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/// <summary>
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/// Gets the amount of Ninki available.
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/// </summary>
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[FieldOffset(4)]
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public byte Ninki;
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/// <summary>
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/// Obsolete.
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/// </summary>
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[Obsolete("Does not appear to be used")]
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[FieldOffset(4)]
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public byte TCJMudrasUsed;
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public byte Ninki => this.ninki;
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/// <summary>
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/// Gets the number of times Huton has been cast manually.
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/// </summary>
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[FieldOffset(5)]
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public byte NumHutonManualCasts;
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public byte NumHutonManualCasts => this.numHutonManualCasts;
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}
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}
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@ -8,10 +8,12 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct PLDGauge
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{
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[FieldOffset(0)]
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private byte gaugeAmount;
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/// <summary>
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/// Gets the current level of the Oath gauge.
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/// </summary>
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[FieldOffset(0)]
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public byte GaugeAmount;
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public byte GaugeAmount => this.gaugeAmount;
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}
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}
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@ -8,16 +8,20 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct RDMGauge
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{
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[FieldOffset(0)]
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private byte whiteGauge;
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[FieldOffset(1)]
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private byte blackGauge;
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/// <summary>
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/// Gets the level of the White gauge.
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/// </summary>
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[FieldOffset(0)]
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public byte WhiteGauge;
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public byte WhiteGauge => this.whiteGauge;
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/// <summary>
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/// Gets the level of the Black gauge.
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/// </summary>
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[FieldOffset(1)]
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public byte BlackGauge;
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public byte BlackGauge => this.blackGauge;
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}
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}
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@ -8,23 +8,29 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct SAMGauge
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{
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[FieldOffset(3)]
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private byte kenki;
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[FieldOffset(4)]
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private byte meditationStacks;
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[FieldOffset(5)]
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private Sen sen;
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/// <summary>
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/// Gets the current amount of Kenki available.
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/// </summary>
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[FieldOffset(3)]
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public byte Kenki;
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public byte Kenki => this.kenki;
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/// <summary>
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/// Gets the amount of Meditation stacks.
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/// </summary>
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[FieldOffset(4)]
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public byte MeditationStacks;
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public byte MeditationStacks => this.meditationStacks;
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/// <summary>
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/// Gets the active Sen.
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/// </summary>
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[FieldOffset(5)]
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public Sen Sen;
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public Sen Sen => this.sen;
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/// <summary>
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/// Gets if the Setsu Sen is active.
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@ -8,28 +8,36 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
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[StructLayout(LayoutKind.Explicit)]
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public struct SCHGauge
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{
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[FieldOffset(2)]
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private byte numAetherflowStacks;
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[FieldOffset(3)]
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private byte fairyGaugeAmount;
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[FieldOffset(4)]
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private short seraphTimer;
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[FieldOffset(6)]
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private DismissedFairy dismissedFairy;
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/// <summary>
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/// Gets the amount of Aetherflow stacks available.
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/// </summary>
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[FieldOffset(2)]
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public byte NumAetherflowStacks;
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public byte NumAetherflowStacks => this.numAetherflowStacks;
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/// <summary>
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/// Gets the current level of the Fairy Gauge.
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/// </summary>
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[FieldOffset(3)]
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public byte FairyGaugeAmount;
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public byte FairyGaugeAmount => this.fairyGaugeAmount;
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/// <summary>
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/// Gets the Seraph time remaining in milliseconds.
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/// </summary>
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[FieldOffset(4)]
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public short SeraphTimer;
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public short SeraphTimer => this.seraphTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the last dismissed fairy.
|
||||
/// </summary>
|
||||
[FieldOffset(6)]
|
||||
public DismissedFairy DismissedFairy;
|
||||
public DismissedFairy DismissedFairy => this.dismissedFairy;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,30 +8,38 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
|
|||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct SMNGauge
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
private short timerRemaining;
|
||||
|
||||
[FieldOffset(2)]
|
||||
private SummonPet returnSummon;
|
||||
|
||||
[FieldOffset(3)]
|
||||
private PetGlam returnSummonGlam;
|
||||
|
||||
[FieldOffset(4)]
|
||||
private byte numStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time remaining for the current summon.
|
||||
/// </summary>
|
||||
[FieldOffset(0)]
|
||||
public short TimerRemaining;
|
||||
public short TimerRemaining => this.timerRemaining;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon that will return after the current summon expires.
|
||||
/// </summary>
|
||||
[FieldOffset(2)]
|
||||
public SummonPet ReturnSummon;
|
||||
public SummonPet ReturnSummon => this.returnSummon;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the summon glam for the <see cref="ReturnSummon"/>.
|
||||
/// </summary>
|
||||
[FieldOffset(3)]
|
||||
public PetGlam ReturnSummonGlam;
|
||||
public PetGlam ReturnSummonGlam => this.returnSummonGlam;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current stacks.
|
||||
/// Use the summon accessors instead.
|
||||
/// </summary>
|
||||
[FieldOffset(4)]
|
||||
public byte NumStacks;
|
||||
public byte NumStacks => this.numStacks;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if Phoenix is ready to be summoned.
|
||||
|
|
|
|||
|
|
@ -8,10 +8,12 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
|
|||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct WARGauge
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
private byte beastGaugeAmount;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the amount of wrath in the Beast gauge.
|
||||
/// </summary>
|
||||
[FieldOffset(0)]
|
||||
public byte BeastGaugeAmount;
|
||||
public byte BeastGaugeAmount => this.beastGaugeAmount;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,22 +8,28 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge
|
|||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct WHMGauge
|
||||
{
|
||||
[FieldOffset(2)]
|
||||
private short lilyTimer;
|
||||
|
||||
[FieldOffset(4)]
|
||||
private byte numLilies;
|
||||
|
||||
[FieldOffset(5)]
|
||||
private byte numBloodLily;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the time to next lily in milliseconds.
|
||||
/// </summary>
|
||||
[FieldOffset(2)]
|
||||
public short LilyTimer;
|
||||
public short LilyTimer => this.lilyTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of Lilies.
|
||||
/// </summary>
|
||||
[FieldOffset(4)]
|
||||
public byte NumLilies;
|
||||
public byte NumLilies => this.numLilies;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of times the blood lily has been nourished.
|
||||
/// </summary>
|
||||
[FieldOffset(5)]
|
||||
public byte NumBloodLily;
|
||||
public byte NumBloodLily => this.numBloodLily;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue