Switch to ActorObjectManager provided by Penumbra.GameData
This commit is contained in:
@@ -5,6 +5,7 @@ using FFXIVClientStructs.FFXIV.Client.Game.Character;
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using FFXIVClientStructs.FFXIV.Client.Game.Object;
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using OtterGui.Services;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Interop;
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using Penumbra.String;
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using System.Diagnostics;
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@@ -1,247 +0,0 @@
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using CustomizePlus.GameData.Data;
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using Dalamud.Game.ClientState.Objects;
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using Dalamud.Plugin;
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using Dalamud.Plugin.Services;
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using FFXIVClientStructs.FFXIV.Client.Game.Control;
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using FFXIVClientStructs.FFXIV.Client.UI.Agent;
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using OtterGui.Log;
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using Penumbra.GameData.Actors;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Interop;
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using Penumbra.String;
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namespace CustomizePlus.GameData.Services;
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public class ObjectManager(
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IFramework framework,
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IClientState clientState,
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IObjectTable objects,
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IDalamudPluginInterface pi,
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Logger log,
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ActorManager actors,
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ITargetManager targets)
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: global::Penumbra.GameData.Interop.ObjectManager(pi, log, framework, objects)
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{
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public DateTime LastUpdate
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=> LastFrame;
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private DateTime _identifierUpdate;
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public bool IsInGPose => clientState.IsGPosing;
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//c+ custom
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public bool IsInLobby { get; private set; }
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public ushort World { get; private set; }
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private readonly Dictionary<ActorIdentifier, ActorData> _identifiers = new(200);
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private readonly Dictionary<ActorIdentifier, ActorData> _allWorldIdentifiers = new(200);
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private readonly Dictionary<ActorIdentifier, ActorData> _nonOwnedIdentifiers = new(200);
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public IReadOnlyDictionary<ActorIdentifier, ActorData> Identifiers
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=> _identifiers;
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public override bool Update()
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{
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if (!base.Update() && _identifierUpdate >= LastUpdate)
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return false;
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_identifierUpdate = LastUpdate;
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World = (ushort)(Player.Valid ? Player.HomeWorld : 0);
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_identifiers.Clear();
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_allWorldIdentifiers.Clear();
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_nonOwnedIdentifiers.Clear();
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foreach (var actor in BattleNpcs.Concat(CutsceneCharacters))
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{
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if (actor.Identifier(actors, out var identifier))
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HandleIdentifier(identifier, actor);
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}
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void AddSpecial(ScreenActor idx, string label)
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{
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var actor = this[(int)idx];
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if (actor.Identifier(actors, out var ident))
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{
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var data = new ActorData(actor, label);
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_identifiers.Add(ident, data);
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}
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}
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AddSpecial(ScreenActor.CharacterScreen, "Character Screen Actor");
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AddSpecial(ScreenActor.ExamineScreen, "Examine Screen Actor");
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AddSpecial(ScreenActor.FittingRoom, "Fitting Room Actor");
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AddSpecial(ScreenActor.DyePreview, "Dye Preview Actor");
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AddSpecial(ScreenActor.Portrait, "Portrait Actor");
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AddSpecial(ScreenActor.Card6, "Card Actor 6");
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AddSpecial(ScreenActor.Card7, "Card Actor 7");
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AddSpecial(ScreenActor.Card8, "Card Actor 8");
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foreach (var actor in EventNpcs)
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{
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if (actor.Identifier(actors, out var identifier))
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HandleIdentifier(identifier, actor);
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}
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//C+ custom
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IsInLobby = AddLobbyCharacters();
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return true;
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}
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private void HandleIdentifier(ActorIdentifier identifier, Actor character)
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{
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if (!identifier.IsValid)
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return;
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if (!_identifiers.TryGetValue(identifier, out var data))
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{
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data = new ActorData(character, identifier.ToString());
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_identifiers[identifier] = data;
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}
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else
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{
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data.Objects.Add(character);
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}
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if (identifier.Type is IdentifierType.Player or IdentifierType.Owned)
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{
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var allWorld = actors.CreateIndividualUnchecked(identifier.Type, identifier.PlayerName, ushort.MaxValue,
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identifier.Kind,
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identifier.DataId);
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if (!_allWorldIdentifiers.TryGetValue(allWorld, out var allWorldData))
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{
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allWorldData = new ActorData(character, allWorld.ToString());
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_allWorldIdentifiers[allWorld] = allWorldData;
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}
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else
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{
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allWorldData.Objects.Add(character);
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}
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}
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if (identifier.Type is IdentifierType.Owned)
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{
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var nonOwned = actors.CreateNpc(identifier.Kind, identifier.DataId);
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if (!_nonOwnedIdentifiers.TryGetValue(nonOwned, out var nonOwnedData))
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{
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nonOwnedData = new ActorData(character, nonOwned.ToString());
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_nonOwnedIdentifiers[nonOwned] = nonOwnedData;
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}
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else
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{
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nonOwnedData.Objects.Add(character);
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}
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}
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}
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public Actor GPosePlayer
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=> this[(int)ScreenActor.GPosePlayer];
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public Actor Player
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=> this[0];
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public unsafe Actor Target
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=> clientState.IsGPosing ? TargetSystem.Instance()->GPoseTarget : TargetSystem.Instance()->Target;
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public Actor Focus
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=> targets.FocusTarget?.Address ?? nint.Zero;
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public Actor MouseOver
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=> targets.MouseOverTarget?.Address ?? nint.Zero;
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public (ActorIdentifier Identifier, ActorData Data) PlayerData
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{
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get
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{
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Update();
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return Player.Identifier(actors, out var ident) && _identifiers.TryGetValue(ident, out var data)
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? (ident, data)
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: (ident, ActorData.Invalid);
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}
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}
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public (ActorIdentifier Identifier, ActorData Data) TargetData
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{
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get
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{
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Update();
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return Target.Identifier(actors, out var ident) && _identifiers.TryGetValue(ident, out var data)
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? (ident, data)
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: (ident, ActorData.Invalid);
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}
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}
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/// <summary> Also handles All Worlds players and non-owned NPCs. </summary>
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public bool ContainsKey(ActorIdentifier key)
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=> Identifiers.ContainsKey(key) || _allWorldIdentifiers.ContainsKey(key) || _nonOwnedIdentifiers.ContainsKey(key);
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public bool TryGetValue(ActorIdentifier key, out ActorData value)
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=> Identifiers.TryGetValue(key, out value);
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public bool TryGetValueAllWorld(ActorIdentifier key, out ActorData value)
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=> _allWorldIdentifiers.TryGetValue(key, out value);
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public bool TryGetValueNonOwned(ActorIdentifier key, out ActorData value)
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=> _nonOwnedIdentifiers.TryGetValue(key, out value);
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public ActorData this[ActorIdentifier key]
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=> Identifiers[key];
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public IEnumerable<ActorIdentifier> Keys
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=> Identifiers.Keys;
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public IEnumerable<ActorData> Values
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=> Identifiers.Values;
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public bool GetName(string lowerName, out Actor actor)
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{
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(actor, var ret) = lowerName switch
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{
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"" => (Actor.Null, true),
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"<me>" => (Player, true),
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"self" => (Player, true),
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"<t>" => (Target, true),
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"target" => (Target, true),
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"<f>" => (Focus, true),
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"focus" => (Focus, true),
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"<mo>" => (MouseOver, true),
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"mouseover" => (MouseOver, true),
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_ => (Actor.Null, false),
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};
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return ret;
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}
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//c+ custom
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private unsafe bool AddLobbyCharacters()
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{
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if (clientState.IsLoggedIn)
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return false;
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var agent = AgentLobby.Instance();
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if (agent == null)
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return false;
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var span = agent->LobbyData.CharaSelectEntries.AsSpan();
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// The lobby uses the first 8 cutscene actors.
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int cnt = 0;
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foreach (var actor in CutsceneCharacters.Take(8))
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{
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if (!actor.Valid) //shouldn't happen so should be safe to break?
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break;
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if (cnt >= span.Length)
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break;
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if (span[cnt].Value == null) //should mean the end of valid actors so should be safe to break?
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break;
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var chara = span[cnt].Value;
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HandleIdentifier(actors.CreatePlayer(new ByteString(chara->Name), chara->HomeWorldId), actor);
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cnt++;
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}
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return true;
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}
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}
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