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Some character equip changes.
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1 changed files with 111 additions and 105 deletions
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@ -1,105 +1,111 @@
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using System;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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namespace Glamourer;
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public readonly unsafe struct CharacterEquip
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{
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public static readonly CharacterEquip Null = new(null);
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private readonly CharacterArmor* _armor;
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public IntPtr Address
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=> (IntPtr)_armor;
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public ref CharacterArmor this[int idx]
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=> ref _armor[idx];
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public ref CharacterArmor this[uint idx]
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=> ref _armor[idx];
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public ref CharacterArmor this[EquipSlot slot]
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=> ref _armor[IndexOf(slot)];
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public ref CharacterArmor Head
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=> ref _armor[0];
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public ref CharacterArmor Body
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=> ref _armor[1];
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public ref CharacterArmor Hands
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=> ref _armor[2];
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public ref CharacterArmor Legs
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=> ref _armor[3];
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public ref CharacterArmor Feet
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=> ref _armor[4];
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public ref CharacterArmor Ears
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=> ref _armor[5];
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public ref CharacterArmor Neck
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=> ref _armor[6];
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public ref CharacterArmor Wrists
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=> ref _armor[7];
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public ref CharacterArmor RFinger
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=> ref _armor[8];
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public ref CharacterArmor LFinger
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=> ref _armor[9];
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public CharacterEquip(CharacterArmor* val)
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=> _armor = val;
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public static implicit operator CharacterEquip(CharacterArmor* val)
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=> new(val);
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public static implicit operator CharacterEquip(IntPtr val)
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=> new((CharacterArmor*)val);
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public static implicit operator CharacterEquip(ReadOnlySpan<CharacterArmor> val)
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{
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if (val.Length != 10)
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throw new ArgumentException("Invalid number of equipment pieces in span.");
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fixed (CharacterArmor* ptr = val)
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{
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return new CharacterEquip(ptr);
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}
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}
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public static implicit operator bool(CharacterEquip equip)
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=> equip._armor != null;
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public static bool operator true(CharacterEquip equip)
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=> equip._armor != null;
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public static bool operator false(CharacterEquip equip)
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=> equip._armor == null;
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public static bool operator !(CharacterEquip equip)
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=> equip._armor == null;
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private static int IndexOf(EquipSlot slot)
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{
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return slot switch
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{
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EquipSlot.Head => 0,
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EquipSlot.Body => 1,
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EquipSlot.Hands => 2,
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EquipSlot.Legs => 3,
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EquipSlot.Feet => 4,
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EquipSlot.Ears => 5,
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EquipSlot.Neck => 6,
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EquipSlot.Wrists => 7,
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EquipSlot.RFinger => 8,
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EquipSlot.LFinger => 9,
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_ => throw new ArgumentOutOfRangeException(nameof(slot), slot, null),
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};
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}
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}
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using System;
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using Penumbra.GameData.Enums;
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namespace Penumbra.GameData.Structs;
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public unsafe struct CharacterArmorData
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{
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public fixed byte Data[40];
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}
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public readonly unsafe struct CharacterEquip
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{
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public static readonly CharacterEquip Null = new(null);
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private readonly CharacterArmor* _armor;
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public IntPtr Address
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=> ( IntPtr )_armor;
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public ref CharacterArmor this[ int idx ]
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=> ref _armor[ idx ];
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public ref CharacterArmor this[ uint idx ]
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=> ref _armor[ idx ];
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public ref CharacterArmor this[ EquipSlot slot ]
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=> ref _armor[ IndexOf( slot ) ];
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public ref CharacterArmor Head
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=> ref _armor[ 0 ];
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public ref CharacterArmor Body
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=> ref _armor[ 1 ];
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public ref CharacterArmor Hands
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=> ref _armor[ 2 ];
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public ref CharacterArmor Legs
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=> ref _armor[ 3 ];
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public ref CharacterArmor Feet
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=> ref _armor[ 4 ];
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public ref CharacterArmor Ears
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=> ref _armor[ 5 ];
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public ref CharacterArmor Neck
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=> ref _armor[ 6 ];
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public ref CharacterArmor Wrists
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=> ref _armor[ 7 ];
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public ref CharacterArmor RFinger
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=> ref _armor[ 8 ];
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public ref CharacterArmor LFinger
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=> ref _armor[ 9 ];
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public CharacterEquip( CharacterArmor* val )
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=> _armor = val;
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public static implicit operator CharacterEquip( CharacterArmor* val )
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=> new(val);
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public static implicit operator CharacterEquip( IntPtr val )
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=> new(( CharacterArmor* )val);
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public static implicit operator CharacterEquip( ReadOnlySpan< CharacterArmor > val )
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{
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if( val.Length != 10 )
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{
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throw new ArgumentException( "Invalid number of equipment pieces in span." );
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}
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fixed( CharacterArmor* ptr = val )
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{
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return new CharacterEquip( ptr );
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}
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}
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public static implicit operator bool( CharacterEquip equip )
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=> equip._armor != null;
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public static bool operator true( CharacterEquip equip )
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=> equip._armor != null;
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public static bool operator false( CharacterEquip equip )
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=> equip._armor == null;
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public static bool operator !( CharacterEquip equip )
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=> equip._armor == null;
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private static int IndexOf( EquipSlot slot )
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{
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return slot switch
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{
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EquipSlot.Head => 0,
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EquipSlot.Body => 1,
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EquipSlot.Hands => 2,
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EquipSlot.Legs => 3,
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EquipSlot.Feet => 4,
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EquipSlot.Ears => 5,
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EquipSlot.Neck => 6,
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EquipSlot.Wrists => 7,
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EquipSlot.RFinger => 8,
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EquipSlot.LFinger => 9,
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_ => throw new ArgumentOutOfRangeException( nameof( slot ), slot, null ),
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};
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}
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}
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