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Move TargetInfo into Gaze
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Haselnussbomber committed Dec 23, 2023
1 parent 9abee48 commit 9b85194
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Showing 3 changed files with 17 additions and 17 deletions.
4 changes: 2 additions & 2 deletions FFXIVClientStructs/FFXIV/Client/Game/Character/Character.cs
Original file line number Diff line number Diff line change
Expand Up @@ -30,8 +30,8 @@ public unsafe partial struct Character {
[FieldOffset(0x970)] public ActionTimelineManager ActionTimelineManager;
[FieldOffset(0xCB0)] public GazeContainer Gaze;

/// <inheritdoc cref="GazeController.TargetInfo.LookTargetId"/>
[Obsolete("Use Character.Gaze.Controller.Torso.TargetInfo.LookTargetId")]
/// <inheritdoc cref="GazeController.Gaze.TargetInformation.TargetId"/>
[Obsolete("Use Character.Gaze.Controller.Torso.TargetInfo.TargetId")]
[FieldOffset(0xCB0 + 0x50)] public GameObjectID LookTargetId;

[FieldOffset(0x12F0)] public VfxContainer Vfx;
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28 changes: 14 additions & 14 deletions FFXIVClientStructs/FFXIV/Client/Game/Control/GazeController.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,27 +14,27 @@ public unsafe partial struct GazeController {
[VTableAddress("48 8D 05 ?? ?? ?? ?? 48 89 01 33 D2 89 51 18", 3)]
[StructLayout(LayoutKind.Explicit, Size = 0x1E0)]
public partial struct Gaze {
[FieldOffset(0x10)] public TargetInfo TargetInfo;
[FieldOffset(0x10)] public TargetInformation TargetInfo;
// [FieldOffset(0x38)] public fixed byte Unk38[0x40]; // struct
// [FieldOffset(0x78)] public fixed byte Unk78[0x28]; // struct
// [FieldOffset(0xA0)] public Matrix4x4 UnkA0; // maybe?
// [FieldOffset(0xE0)] public Matrix4x4 UnkE0; // maybe?
// [FieldOffset(0x120)] public fixed byte Unk120[0x10]; // struct
// [FieldOffset(0x130)] public fixed byte Unk130[0x10]; // struct
// [FieldOffset(0x140)] public fixed byte Unk140[0x10]; // struct
}

[VTableAddress("89 51 18 48 8D 05 ?? ?? ?? ?? 48 89 41 10 48 8D 05", 6)]
[StructLayout(LayoutKind.Explicit, Size = 0x28)]
public partial struct TargetInfo {
/// <summary>
/// The current target for this character's gaze. Can be set independently of soft or hard targets, and may be set
/// by NPCs or minions. For players, an action cast will generally target the LookTarget (which generally will be
/// the soft target if set, then the hard target).
/// </summary>
/// <remarks>
/// Unlike other GameObjectIDs, this one appears to be set to fully 0 if the player is not looking at anything.
/// </remarks>
[FieldOffset(0x10)] public GameObjectID LookTargetId;
[VTableAddress("89 51 18 48 8D 05 ?? ?? ?? ?? 48 89 41 10 48 8D 05", 6)]
[StructLayout(LayoutKind.Explicit, Size = 0x28)]
public partial struct TargetInformation {
/// <summary>
/// The current target for this character's gaze. Can be set independently of soft or hard targets, and may be set
/// by NPCs or minions. For players, an action cast will generally target the LookTarget (which generally will be
/// the soft target if set, then the hard target).
/// </summary>
/// <remarks>
/// Unlike other GameObjectIDs, this one appears to be set to fully 0 if the player is not looking at anything.
/// </remarks>
[FieldOffset(0x10)] public GameObjectID TargetId;
}
}
}
2 changes: 1 addition & 1 deletion ida/data.yml
Original file line number Diff line number Diff line change
Expand Up @@ -4819,7 +4819,7 @@ classes:
- ea: 0x141A03250
funcs:
0x1404E1A80: ctor
Client::Game::Control::GazeController::Gaze::TargetInfo:
Client::Game::Control::GazeController::Gaze::TargetInformation:
vtbls:
- ea: 0x141A03238
Client::Game::Character::DrawData:
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