diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/BLMGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/BLMGauge.cs index 694a0d981..e4125745b 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/BLMGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/BLMGauge.cs @@ -8,35 +8,43 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct BLMGauge { - /// - /// Gets the time until the next Polyglot stack in milliseconds. - /// [FieldOffset(0)] - public short TimeUntilNextPolyglot; // enochian timer + private short timeUntilNextPolyglot; // enochian timer - /// - /// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds. - /// [FieldOffset(2)] - public short ElementTimeRemaining; // umbral ice and astral fire timer + private short elementTimeRemaining; // umbral ice and astral fire timer [FieldOffset(4)] private byte elementStance; // umbral ice or astral fire - /// - /// Gets the number of Umbral Hearts remaining. - /// [FieldOffset(5)] - public byte NumUmbralHearts; + private byte numUmbralHearts; + + [FieldOffset(6)] + private byte numPolyglotStacks; + + [FieldOffset(7)] + private byte enochianState; + + /// + /// Gets the time until the next Polyglot stack in milliseconds. + /// + public short TimeUntilNextPolyglot => this.timeUntilNextPolyglot; + + /// + /// Gets the time remaining for Astral Fire or Umbral Ice in milliseconds. + /// + public short ElementTimeRemaining => this.elementTimeRemaining; /// /// Gets the number of Polyglot stacks remaining. /// - [FieldOffset(6)] - public byte NumPolyglotStacks; + public byte NumPolyglotStacks => this.numPolyglotStacks; - [FieldOffset(7)] - private byte enochianState; + /// + /// Gets the number of Umbral Hearts remaining. + /// + public byte NumUmbralHearts => this.numUmbralHearts; /// /// Gets if the player is in Umbral Ice. diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/BRDGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/BRDGauge.cs index 3fe2b5dee..98590805c 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/BRDGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/BRDGauge.cs @@ -8,28 +8,36 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct BRDGauge { + [FieldOffset(0)] + private short songTimer; + + [FieldOffset(2)] + private byte numSongStacks; + + [FieldOffset(3)] + private byte soulVoiceValue; + + [FieldOffset(4)] + private CurrentSong activeSong; + /// /// Gets the current song timer in milliseconds. /// - [FieldOffset(0)] - public short SongTimer; + public short SongTimer => this.songTimer; /// /// Gets the number of stacks for the current song. /// - [FieldOffset(2)] - public byte NumSongStacks; + public byte NumSongStacks => this.numSongStacks; /// /// Gets the amount of Soul Voice accumulated. /// - [FieldOffset(3)] - public byte SoulVoiceValue; + public byte SoulVoiceValue => this.soulVoiceValue; /// /// Gets the type of song that is active. /// - [FieldOffset(4)] - public CurrentSong ActiveSong; + public CurrentSong ActiveSong => this.activeSong; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/DNCGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/DNCGauge.cs index 8002a2f19..e2f4f6544 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/DNCGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/DNCGauge.cs @@ -8,26 +8,32 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public unsafe struct DNCGauge { - /// - /// Gets the number of feathers available. - /// [FieldOffset(0)] - public byte NumFeathers; + private byte numFeathers; - /// - /// Gets the amount of Espirit available. - /// [FieldOffset(1)] - public byte Esprit; + private byte esprit; [FieldOffset(2)] private fixed byte stepOrder[4]; + [FieldOffset(6)] + private byte numCompleteSteps; + + /// + /// Gets the number of feathers available. + /// + public byte NumFeathers => this.numFeathers; + + /// + /// Gets the amount of Espirit available. + /// + public byte Esprit => this.esprit; + /// /// Gets the number of steps completed for the current dance. /// - [FieldOffset(6)] - public byte NumCompleteSteps; + public byte NumCompleteSteps => this.numCompleteSteps; /// /// Gets the next step in the current dance. diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/DRGGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/DRGGauge.cs index 101c483b0..2f4c4ef16 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/DRGGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/DRGGauge.cs @@ -8,22 +8,28 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct DRGGauge { + [FieldOffset(0)] + private short botdTimer; + + [FieldOffset(2)] + private BOTDState botdState; + + [FieldOffset(3)] + private byte eyeCount; + /// /// Gets the time remaining for Blood of the Dragon in milliseconds. /// - [FieldOffset(0)] - public short BOTDTimer; + public short BOTDTimer => this.botdTimer; /// /// Gets the current state of Blood of the Dragon. /// - [FieldOffset(2)] - public BOTDState BOTDState; + public BOTDState BOTDState => this.botdState; /// /// Gets the count of eyes opened during Blood of the Dragon. /// - [FieldOffset(3)] - public byte EyeCount; + public byte EyeCount => this.eyeCount; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/DRKGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/DRKGauge.cs index 9c5306764..97ab73161 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/DRKGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/DRKGauge.cs @@ -8,26 +8,32 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct DRKGauge { - /// - /// Gets the amount of blood accumulated. - /// [FieldOffset(0)] - public byte Blood; + private byte blood; - /// - /// Gets the Darkside time remaining in milliseconds. - /// [FieldOffset(2)] - public ushort DarksideTimeRemaining; + private ushort darksideTimeRemaining; [FieldOffset(4)] private byte darkArtsState; + [FieldOffset(6)] + private ushort shadowTimeRemaining; + + /// + /// Gets the amount of blood accumulated. + /// + public byte Blood => this.blood; + + /// + /// Gets the Darkside time remaining in milliseconds. + /// + public ushort DarksideTimeRemaining => this.darksideTimeRemaining; + /// /// Gets the Shadow time remaining in milliseconds. /// - [FieldOffset(6)] - public ushort ShadowTimeRemaining; + public ushort ShadowTimeRemaining => this.shadowTimeRemaining; /// /// Gets if the player has Dark Arts or not. diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/GNBGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/GNBGauge.cs index c1f7e496b..d42bd9fa1 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/GNBGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/GNBGauge.cs @@ -8,22 +8,28 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct GNBGauge { + [FieldOffset(0)] + private byte numAmmo; + + [FieldOffset(2)] + private short maxTimerDuration; + + [FieldOffset(4)] + private byte ammoComboStepNumber; + /// /// Gets the amount of ammo available. /// - [FieldOffset(0)] - public byte NumAmmo; + public byte NumAmmo => this.numAmmo; /// /// Gets the max combo time of the Gnashing Fang combo. /// - [FieldOffset(2)] - public short MaxTimerDuration; + public short MaxTimerDuration => this.maxTimerDuration; /// /// Gets the current step of the Gnashing Fang combo. /// - [FieldOffset(4)] - public byte AmmoComboStepNumber; + public byte AmmoComboStepNumber => this.ammoComboStepNumber; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/MCHGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/MCHGauge.cs index 18f684c21..1444beac0 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/MCHGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/MCHGauge.cs @@ -8,38 +8,48 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct MCHGauge { + [FieldOffset(0)] + private short overheatTimeRemaining; + + [FieldOffset(2)] + private short robotTimeRemaining; + + [FieldOffset(4)] + private byte heat; + + [FieldOffset(5)] + private byte battery; + + [FieldOffset(6)] + private byte lastRobotBatteryPower; + + [FieldOffset(7)] + private byte timerActive; + /// /// Gets the time time remaining for Overheat in milliseconds. /// - [FieldOffset(0)] - public short OverheatTimeRemaining; + public short OverheatTimeRemaining => this.overheatTimeRemaining; /// /// Gets the time remaining for the Rook or Queen in milliseconds. /// - [FieldOffset(2)] - public short RobotTimeRemaining; + public short RobotTimeRemaining => this.robotTimeRemaining; /// /// Gets the current Heat level. /// - [FieldOffset(4)] - public byte Heat; + public byte Heat => this.heat; /// /// Gets the current Battery level. /// - [FieldOffset(5)] - public byte Battery; + public byte Battery => this.battery; /// /// Gets the battery level of the last Robot. /// - [FieldOffset(6)] - public byte LastRobotBatteryPower; - - [FieldOffset(7)] - private byte timerActive; + public byte LastRobotBatteryPower => this.lastRobotBatteryPower; /// /// Gets if the player is currently Overheated. diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/MNKGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/MNKGauge.cs index 177b077fc..ef1520d9e 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/MNKGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/MNKGauge.cs @@ -1,4 +1,3 @@ -using System; using System.Runtime.InteropServices; namespace Dalamud.Game.ClientState.Structs.JobGauge @@ -9,35 +8,12 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct MNKGauge { + [FieldOffset(0)] + private byte numChakra; + /// /// Gets the number of Chakra available. /// - [FieldOffset(0)] - public byte NumChakra; - - /// - /// Gets the Greased Lightning timer in milliseconds. - /// - [Obsolete("GL has been removed from the game")] - [FieldOffset(0)] - public byte GLTimer; - - /// - /// Gets the amount of Greased Lightning stacks. - /// - [Obsolete("GL has been removed from the game")] - [FieldOffset(2)] - public byte NumGLStacks; - - [Obsolete("GL has been removed from the game")] - [FieldOffset(4)] - private byte glTimerFreezeState; - - /// - /// Gets if the Greased Lightning timer has been frozen. - /// - /// >true or false. - [Obsolete("GL has been removed from the game")] - public bool IsGLTimerFroze() => false; + public byte NumChakra => this.numChakra; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/NINGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/NINGauge.cs index 13eaec09d..f2019caf8 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/NINGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/NINGauge.cs @@ -9,30 +9,28 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct NINGauge { + [FieldOffset(0)] + private int hutonTimeLeft; + + [FieldOffset(4)] + private byte ninki; + + [FieldOffset(5)] + private byte numHutonManualCasts; + /// /// Gets the time left on Huton in milliseconds. /// - // TODO: Probably a short, confirm. - [FieldOffset(0)] - public int HutonTimeLeft; + public int HutonTimeLeft => this.hutonTimeLeft; /// /// Gets the amount of Ninki available. /// - [FieldOffset(4)] - public byte Ninki; - - /// - /// Obsolete. - /// - [Obsolete("Does not appear to be used")] - [FieldOffset(4)] - public byte TCJMudrasUsed; + public byte Ninki => this.ninki; /// /// Gets the number of times Huton has been cast manually. /// - [FieldOffset(5)] - public byte NumHutonManualCasts; + public byte NumHutonManualCasts => this.numHutonManualCasts; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/PLDGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/PLDGauge.cs index d3eae81f3..545ae695a 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/PLDGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/PLDGauge.cs @@ -8,10 +8,12 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct PLDGauge { + [FieldOffset(0)] + private byte gaugeAmount; + /// /// Gets the current level of the Oath gauge. /// - [FieldOffset(0)] - public byte GaugeAmount; + public byte GaugeAmount => this.gaugeAmount; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/RDMGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/RDMGauge.cs index f72d61d13..8d0ec38e1 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/RDMGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/RDMGauge.cs @@ -8,16 +8,20 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct RDMGauge { + [FieldOffset(0)] + private byte whiteGauge; + + [FieldOffset(1)] + private byte blackGauge; + /// /// Gets the level of the White gauge. /// - [FieldOffset(0)] - public byte WhiteGauge; + public byte WhiteGauge => this.whiteGauge; /// /// Gets the level of the Black gauge. /// - [FieldOffset(1)] - public byte BlackGauge; + public byte BlackGauge => this.blackGauge; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/SAMGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/SAMGauge.cs index d0796e5c9..139a93265 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/SAMGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/SAMGauge.cs @@ -8,23 +8,29 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct SAMGauge { + [FieldOffset(3)] + private byte kenki; + + [FieldOffset(4)] + private byte meditationStacks; + + [FieldOffset(5)] + private Sen sen; + /// /// Gets the current amount of Kenki available. /// - [FieldOffset(3)] - public byte Kenki; + public byte Kenki => this.kenki; /// /// Gets the amount of Meditation stacks. /// - [FieldOffset(4)] - public byte MeditationStacks; + public byte MeditationStacks => this.meditationStacks; /// /// Gets the active Sen. /// - [FieldOffset(5)] - public Sen Sen; + public Sen Sen => this.sen; /// /// Gets if the Setsu Sen is active. diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/SCHGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/SCHGauge.cs index 5dc99cf15..66347b62e 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/SCHGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/SCHGauge.cs @@ -8,28 +8,36 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct SCHGauge { + [FieldOffset(2)] + private byte numAetherflowStacks; + + [FieldOffset(3)] + private byte fairyGaugeAmount; + + [FieldOffset(4)] + private short seraphTimer; + + [FieldOffset(6)] + private DismissedFairy dismissedFairy; + /// /// Gets the amount of Aetherflow stacks available. /// - [FieldOffset(2)] - public byte NumAetherflowStacks; + public byte NumAetherflowStacks => this.numAetherflowStacks; /// /// Gets the current level of the Fairy Gauge. /// - [FieldOffset(3)] - public byte FairyGaugeAmount; + public byte FairyGaugeAmount => this.fairyGaugeAmount; /// /// Gets the Seraph time remaining in milliseconds. /// - [FieldOffset(4)] - public short SeraphTimer; + public short SeraphTimer => this.seraphTimer; /// /// Gets the last dismissed fairy. /// - [FieldOffset(6)] - public DismissedFairy DismissedFairy; + public DismissedFairy DismissedFairy => this.dismissedFairy; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/SMNGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/SMNGauge.cs index a5e9cc219..92cbcc19c 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/SMNGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/SMNGauge.cs @@ -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; + /// /// Gets the time remaining for the current summon. /// - [FieldOffset(0)] - public short TimerRemaining; + public short TimerRemaining => this.timerRemaining; /// /// Gets the summon that will return after the current summon expires. /// - [FieldOffset(2)] - public SummonPet ReturnSummon; + public SummonPet ReturnSummon => this.returnSummon; /// /// Gets the summon glam for the . /// - [FieldOffset(3)] - public PetGlam ReturnSummonGlam; + public PetGlam ReturnSummonGlam => this.returnSummonGlam; /// /// Gets the current stacks. /// Use the summon accessors instead. /// - [FieldOffset(4)] - public byte NumStacks; + public byte NumStacks => this.numStacks; /// /// Gets if Phoenix is ready to be summoned. diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/WARGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/WARGauge.cs index 7747b9cea..0d070d68e 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/WARGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/WARGauge.cs @@ -8,10 +8,12 @@ namespace Dalamud.Game.ClientState.Structs.JobGauge [StructLayout(LayoutKind.Explicit)] public struct WARGauge { + [FieldOffset(0)] + private byte beastGaugeAmount; + /// /// Gets the amount of wrath in the Beast gauge. /// - [FieldOffset(0)] - public byte BeastGaugeAmount; + public byte BeastGaugeAmount => this.beastGaugeAmount; } } diff --git a/Dalamud/Game/ClientState/Structs/JobGauge/WHMGauge.cs b/Dalamud/Game/ClientState/Structs/JobGauge/WHMGauge.cs index 0ea51470e..496a39831 100644 --- a/Dalamud/Game/ClientState/Structs/JobGauge/WHMGauge.cs +++ b/Dalamud/Game/ClientState/Structs/JobGauge/WHMGauge.cs @@ -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; + /// /// Gets the time to next lily in milliseconds. /// - [FieldOffset(2)] - public short LilyTimer; + public short LilyTimer => this.lilyTimer; /// /// Gets the number of Lilies. /// - [FieldOffset(4)] - public byte NumLilies; + public byte NumLilies => this.numLilies; /// /// Gets the number of times the blood lily has been nourished. /// - [FieldOffset(5)] - public byte NumBloodLily; + public byte NumBloodLily => this.numBloodLily; } }