Glamourer/GlamourerOld/Util/CharacterExtensions.cs
Ottermandias 2d6fd6015d .
2023-06-09 17:57:40 +02:00

93 lines
3.9 KiB
C#

using Dalamud.Game.ClientState.Objects.Types;
using Glamourer.Interop;
namespace Glamourer.Util;
public static class CharacterExtensions
{
public static unsafe bool IsWet(this Character a)
=> (*((byte*)a.Address + Offsets.Character.Wetness) & Offsets.Character.Flags.IsWet) != 0;
public static unsafe bool SetWetness(this Character a, bool value)
{
var current = a.IsWet();
if (current == value)
return false;
if (value)
*((byte*)a.Address + Offsets.Character.Wetness) =
(byte)(*((byte*)a.Address + Offsets.Character.Wetness) | Offsets.Character.Flags.IsWet);
else
*((byte*)a.Address + Offsets.Character.Wetness) =
(byte)(*((byte*)a.Address + Offsets.Character.Wetness) & ~Offsets.Character.Flags.IsWet);
return true;
}
public static unsafe bool IsHatVisible(this Character a)
=> (*((byte*)a.Address + Offsets.Character.HatVisible) & Offsets.Character.Flags.IsHatHidden) == 0;
public static unsafe bool SetHatVisible(this Character a, bool visible)
{
var current = a.IsHatVisible();
if (current == visible)
return false;
if (visible)
*((byte*)a.Address + Offsets.Character.HatVisible) =
(byte)(*((byte*)a.Address + Offsets.Character.HatVisible) & ~Offsets.Character.Flags.IsHatHidden);
else
*((byte*)a.Address + Offsets.Character.HatVisible) =
(byte)(*((byte*)a.Address + Offsets.Character.HatVisible) | Offsets.Character.Flags.IsHatHidden);
return true;
}
public static unsafe bool IsVisorToggled(this Character a)
=> (*((byte*)a.Address + Offsets.Character.VisorToggled) & Offsets.Character.Flags.IsVisorToggled)
== Offsets.Character.Flags.IsVisorToggled;
public static unsafe bool SetVisorToggled(this Character a, bool toggled)
{
var current = a.IsVisorToggled();
if (current == toggled)
return false;
if (toggled)
*((byte*)a.Address + Offsets.Character.VisorToggled) =
(byte)(*((byte*)a.Address + Offsets.Character.VisorToggled) | Offsets.Character.Flags.IsVisorToggled);
else
*((byte*)a.Address + Offsets.Character.VisorToggled) =
(byte)(*((byte*)a.Address + Offsets.Character.VisorToggled) & ~Offsets.Character.Flags.IsVisorToggled);
return true;
}
public static unsafe bool IsWeaponHidden(this Character a)
=> (*((byte*)a.Address + Offsets.Character.WeaponHidden1) & Offsets.Character.Flags.IsWeaponHidden1)
== Offsets.Character.Flags.IsWeaponHidden1
&& (*((byte*)a.Address + Offsets.Character.WeaponHidden2) & Offsets.Character.Flags.IsWeaponHidden2)
== Offsets.Character.Flags.IsWeaponHidden2;
public static unsafe bool SetWeaponHidden(this Character a, bool value)
{
var hidden = a.IsWeaponHidden();
if (hidden == value)
return false;
var val1 = *((byte*)a.Address + Offsets.Character.WeaponHidden1);
var val2 = *((byte*)a.Address + Offsets.Character.WeaponHidden2);
if (value)
{
*((byte*)a.Address + Offsets.Character.WeaponHidden1) = (byte)(val1 | Offsets.Character.Flags.IsWeaponHidden1);
*((byte*)a.Address + Offsets.Character.WeaponHidden2) = (byte)(val2 | Offsets.Character.Flags.IsWeaponHidden2);
}
else
{
*((byte*)a.Address + Offsets.Character.WeaponHidden1) = (byte)(val1 & ~Offsets.Character.Flags.IsWeaponHidden1);
*((byte*)a.Address + Offsets.Character.WeaponHidden2) = (byte)(val2 & ~Offsets.Character.Flags.IsWeaponHidden2);
}
return true;
}
public static unsafe ref float Alpha(this Character a)
=> ref *(float*)((byte*)a.Address + Offsets.Character.Alpha);
}