Can boot into the UI
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@@ -20,7 +20,7 @@ public class CutsceneService : IService, IDisposable
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private readonly CharacterDestructor _characterDestructor;
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private readonly short[] _copiedCharacters = Enumerable.Repeat((short)-1, CutsceneSlots).ToArray();
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public IEnumerable<KeyValuePair<int, Dalamud.Game.ClientState.Objects.Types.GameObject>> Actors
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public IEnumerable<KeyValuePair<int, Dalamud.Game.ClientState.Objects.Types.IGameObject>> Actors
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=> Enumerable.Range(CutsceneStartIdx, CutsceneSlots)
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.Where(i => _objects[i] != null)
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.Select(i => KeyValuePair.Create(i, this[i] ?? _objects[i]!));
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@@ -43,7 +43,7 @@ public class CutsceneService : IService, IDisposable
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/// Does not check for valid input index.
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/// Returns null if no connected actor is set or the actor does not exist anymore.
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/// </summary>
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public Dalamud.Game.ClientState.Objects.Types.GameObject? this[int idx]
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public Dalamud.Game.ClientState.Objects.Types.IGameObject? this[int idx]
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{
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get
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{
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@@ -101,7 +101,7 @@ public class CutsceneService : IService, IDisposable
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// A hack to deal with GPose actors leaving and thus losing the link, we just set the home world instead.
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// I do not think this breaks anything?
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var address = (GameObject*)_objects.GetObjectAddress(i + CutsceneStartIdx);
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if (address != null && address->GetObjectKind() is (byte)ObjectKind.Pc)
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if (address != null && address->GetObjectKind() is ObjectKind.Pc)
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((Character*)address)->HomeWorld = character->HomeWorld;
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_copiedCharacters[i] = -1;
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