diff --git a/Dalamud/Game/ClientState/Buddy/BuddyList.cs b/Dalamud/Game/ClientState/Buddy/BuddyList.cs
index 489e75bc3..5d0098187 100644
--- a/Dalamud/Game/ClientState/Buddy/BuddyList.cs
+++ b/Dalamud/Game/ClientState/Buddy/BuddyList.cs
@@ -55,18 +55,6 @@ internal sealed partial class BuddyList : IServiceType, IBuddyList
}
}
- ///
- /// Gets a value indicating whether the local player's companion is present.
- ///
- [Obsolete("Use CompanionBuddy != null", false)]
- public bool CompanionBuddyPresent => this.CompanionBuddy != null;
-
- ///
- /// Gets a value indicating whether the local player's pet is present.
- ///
- [Obsolete("Use PetBuddy != null", false)]
- public bool PetBuddyPresent => this.PetBuddy != null;
-
///
public BuddyMember? CompanionBuddy
{
diff --git a/Dalamud/Game/ClientState/GamePad/GamepadState.cs b/Dalamud/Game/ClientState/GamePad/GamepadState.cs
index 8acb6ada5..b03db6df2 100644
--- a/Dalamud/Game/ClientState/GamePad/GamepadState.cs
+++ b/Dalamud/Game/ClientState/GamePad/GamepadState.cs
@@ -55,54 +55,6 @@ internal unsafe class GamepadState : IDisposable, IServiceType, IGamepadState
public Vector2 RightStick =>
new(this.rightStickX, this.rightStickY);
- ///
- /// Gets the state of the left analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).
- ///
- [Obsolete("Use IGamepadState.LeftStick.X", false)]
- public float LeftStickLeft => this.leftStickX < 0 ? -this.leftStickX / 100f : 0;
-
- ///
- /// Gets the state of the left analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).
- ///
- [Obsolete("Use IGamepadState.LeftStick.X", false)]
- public float LeftStickRight => this.leftStickX > 0 ? this.leftStickX / 100f : 0;
-
- ///
- /// Gets the state of the left analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).
- ///
- [Obsolete("Use IGamepadState.LeftStick.Y", false)]
- public float LeftStickUp => this.leftStickY > 0 ? this.leftStickY / 100f : 0;
-
- ///
- /// Gets the state of the left analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).
- ///
- [Obsolete("Use IGamepadState.LeftStick.Y", false)]
- public float LeftStickDown => this.leftStickY < 0 ? -this.leftStickY / 100f : 0;
-
- ///
- /// Gets the state of the right analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).
- ///
- [Obsolete("Use IGamepadState.RightStick.X", false)]
- public float RightStickLeft => this.rightStickX < 0 ? -this.rightStickX / 100f : 0;
-
- ///
- /// Gets the state of the right analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).
- ///
- [Obsolete("Use IGamepadState.RightStick.X", false)]
- public float RightStickRight => this.rightStickX > 0 ? this.rightStickX / 100f : 0;
-
- ///
- /// Gets the state of the right analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).
- ///
- [Obsolete("Use IGamepadState.RightStick.Y", false)]
- public float RightStickUp => this.rightStickY > 0 ? this.rightStickY / 100f : 0;
-
- ///
- /// Gets the state of the right analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).
- ///
- [Obsolete("Use IGamepadState.RightStick.Y", false)]
- public float RightStickDown => this.rightStickY < 0 ? -this.rightStickY / 100f : 0;
-
///
/// Gets buttons pressed bitmask, set once when the button is pressed. See for the mapping.
///
diff --git a/Dalamud/Game/ClientState/Objects/TargetManager.cs b/Dalamud/Game/ClientState/Objects/TargetManager.cs
index a821ba806..fcb242c1e 100644
--- a/Dalamud/Game/ClientState/Objects/TargetManager.cs
+++ b/Dalamud/Game/ClientState/Objects/TargetManager.cs
@@ -39,35 +39,35 @@ internal sealed unsafe class TargetManager : IServiceType, ITargetManager
public GameObject? Target
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->Target);
- set => this.SetTarget(value);
+ set => Struct->Target = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
///
public GameObject? MouseOverTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->MouseOverTarget);
- set => this.SetMouseOverTarget(value);
+ set => Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
///
public GameObject? FocusTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->FocusTarget);
- set => this.SetFocusTarget(value);
+ set => Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
///
public GameObject? PreviousTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->PreviousTarget);
- set => this.SetPreviousTarget(value);
+ set => Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
///
public GameObject? SoftTarget
{
get => this.objectTable.CreateObjectReference((IntPtr)Struct->SoftTarget);
- set => this.SetSoftTarget(value);
+ set => Struct->SoftTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)value?.Address;
}
///
@@ -85,104 +85,4 @@ internal sealed unsafe class TargetManager : IServiceType, ITargetManager
}
private FFXIVClientStructs.FFXIV.Client.Game.Control.TargetSystem* Struct => (FFXIVClientStructs.FFXIV.Client.Game.Control.TargetSystem*)this.Address;
-
- ///
- /// Sets the current target.
- ///
- /// Actor to target.
- [Obsolete("Use Target Property", false)]
- public void SetTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
-
- ///
- /// Sets the mouseover target.
- ///
- /// Actor to target.
- [Obsolete("Use MouseOverTarget Property", false)]
- public void SetMouseOverTarget(GameObject? actor) => this.SetMouseOverTarget(actor?.Address ?? IntPtr.Zero);
-
- ///
- /// Sets the focus target.
- ///
- /// Actor to target.
- [Obsolete("Use FocusTarget Property", false)]
- public void SetFocusTarget(GameObject? actor) => this.SetFocusTarget(actor?.Address ?? IntPtr.Zero);
-
- ///
- /// Sets the previous target.
- ///
- /// Actor to target.
- [Obsolete("Use PreviousTarget Property", false)]
- public void SetPreviousTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
-
- ///
- /// Sets the soft target.
- ///
- /// Actor to target.
- [Obsolete("Use SoftTarget Property", false)]
- public void SetSoftTarget(GameObject? actor) => this.SetTarget(actor?.Address ?? IntPtr.Zero);
-
- ///
- /// Sets the current target.
- ///
- /// Actor (address) to target.
- [Obsolete("Use Target Property", false)]
- public void SetTarget(IntPtr actorAddress) => Struct->Target = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
-
- ///
- /// Sets the mouseover target.
- ///
- /// Actor (address) to target.
- [Obsolete("Use MouseOverTarget Property", false)]
- public void SetMouseOverTarget(IntPtr actorAddress) => Struct->MouseOverTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
-
- ///
- /// Sets the focus target.
- ///
- /// Actor (address) to target.
- [Obsolete("Use FocusTarget Property", false)]
- public void SetFocusTarget(IntPtr actorAddress) => Struct->FocusTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
-
- ///
- /// Sets the previous target.
- ///
- /// Actor (address) to target.
- [Obsolete("Use PreviousTarget Property", false)]
- public void SetPreviousTarget(IntPtr actorAddress) => Struct->PreviousTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
-
- ///
- /// Sets the soft target.
- ///
- /// Actor (address) to target.
- [Obsolete("Use SoftTarget Property", false)]
- public void SetSoftTarget(IntPtr actorAddress) => Struct->SoftTarget = (FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject*)actorAddress;
-
- ///
- /// Clears the current target.
- ///
- [Obsolete("Use Target Property", false)]
- public void ClearTarget() => this.SetTarget(IntPtr.Zero);
-
- ///
- /// Clears the mouseover target.
- ///
- [Obsolete("Use MouseOverTarget Property", false)]
- public void ClearMouseOverTarget() => this.SetMouseOverTarget(IntPtr.Zero);
-
- ///
- /// Clears the focus target.
- ///
- [Obsolete("Use FocusTarget Property", false)]
- public void ClearFocusTarget() => this.SetFocusTarget(IntPtr.Zero);
-
- ///
- /// Clears the previous target.
- ///
- [Obsolete("Use PreviousTarget Property", false)]
- public void ClearPreviousTarget() => this.SetPreviousTarget(IntPtr.Zero);
-
- ///
- /// Clears the soft target.
- ///
- [Obsolete("Use SoftTarget Property", false)]
- public void ClearSoftTarget() => this.SetSoftTarget(IntPtr.Zero);
}
diff --git a/Dalamud/Game/Internal/DXGI/SwapChainSigResolver.cs b/Dalamud/Game/Internal/DXGI/SwapChainSigResolver.cs
deleted file mode 100644
index a2fc08646..000000000
--- a/Dalamud/Game/Internal/DXGI/SwapChainSigResolver.cs
+++ /dev/null
@@ -1,34 +0,0 @@
-using System.Diagnostics;
-using System.Linq;
-
-using Serilog;
-
-namespace Dalamud.Game.Internal.DXGI;
-
-///
-/// The address resolver for native D3D11 methods to facilitate displaying the Dalamud UI.
-///
-[Obsolete("This has been deprecated in favor of the VTable resolver.")]
-internal sealed class SwapChainSigResolver : BaseAddressResolver, ISwapChainAddressResolver
-{
- ///
- public IntPtr Present { get; set; }
-
- ///
- public IntPtr ResizeBuffers { get; set; }
-
- ///
- protected override void Setup64Bit(SigScanner sig)
- {
- var module = Process.GetCurrentProcess().Modules.Cast().First(m => m.ModuleName == "dxgi.dll");
-
- Log.Debug($"Found DXGI: 0x{module.BaseAddress.ToInt64():X}");
-
- var scanner = new SigScanner(module);
-
- // This(code after the function head - offset of it) was picked to avoid running into issues with other hooks being installed into this function.
- this.Present = scanner.ScanModule("41 8B F0 8B FA 89 54 24 ?? 48 8B D9 48 89 4D ?? C6 44 24 ?? 00") - 0x37;
-
- this.ResizeBuffers = scanner.ScanModule("48 8B C4 55 41 54 41 55 41 56 41 57 48 8D 68 B1 48 81 EC ?? ?? ?? ?? 48 C7 45 ?? ?? ?? ?? ?? 48 89 58 10 48 89 70 18 48 89 78 20 45 8B F9 45 8B E0 44 8B EA 48 8B F9 8B 45 7F 89 44 24 30 8B 75 77 89 74 24 28 44 89 4C 24");
- }
-}
diff --git a/Dalamud/Interface/ImGuiFileDialog/FileDialog.cs b/Dalamud/Interface/ImGuiFileDialog/FileDialog.cs
index aec5e9af4..411f203cc 100644
--- a/Dalamud/Interface/ImGuiFileDialog/FileDialog.cs
+++ b/Dalamud/Interface/ImGuiFileDialog/FileDialog.cs
@@ -123,16 +123,6 @@ public partial class FileDialog
return this.isOk;
}
- ///
- /// Gets the result of the selection.
- ///
- /// The result of the selection (file or folder path). If multiple entries were selected, they are separated with commas.
- [Obsolete("Use GetResults() instead.", true)]
- public string GetResult()
- {
- return string.Join(',', this.GetResults());
- }
-
///
/// Gets the result of the selection.
///
diff --git a/Dalamud/Interface/Windowing/WindowSystem.cs b/Dalamud/Interface/Windowing/WindowSystem.cs
index 8e12d8f68..3e2a95a8d 100644
--- a/Dalamud/Interface/Windowing/WindowSystem.cs
+++ b/Dalamud/Interface/Windowing/WindowSystem.cs
@@ -94,14 +94,6 @@ public class WindowSystem
///
public void RemoveAllWindows() => this.windows.Clear();
- ///
- /// Get a window by name.
- ///
- /// The name of the .
- /// The object with matching name or null.
- [Obsolete("WindowSystem does not own your window - you should store a reference to it and use that instead.")]
- public Window? GetWindow(string windowName) => this.windows.FirstOrDefault(w => w.WindowName == windowName);
-
///
/// Draw all registered windows using ImGui.
///