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;
}
}