feat: added a way to remove status for gameFunctions.
Also updated the Action a bit, that way SGE doesn't get stuck when using diagnosis.
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@ -1,9 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Game.ClientState.Objects.Types;
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using FFXIVClientStructs.FFXIV.Client.Game;
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Logging;
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using Microsoft.Extensions.Logging;
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using Questionable.Controller.Steps.Common;
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using Questionable.Controller.Steps.Common;
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using Questionable.Functions;
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using Questionable.Functions;
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@ -60,6 +57,21 @@ internal static class Action
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if (gameObject.IsTargetable)
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if (gameObject.IsTargetable)
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{
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{
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if (action == EAction.Diagnosis)
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{
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uint eukrasiaAura = 2606;
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// If SGE have Eukrasia status, we need to remove it.
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if (gameFunctions.HasStatus(eukrasiaAura))
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{
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if (GameFunctions.RemoveStatus(eukrasiaAura))
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{
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// Introduce a delay of 2 seconds before using the next action (otherwise it will try and use Eukrasia Diagnosis)
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_continueAt = DateTime.Now.AddSeconds(2);
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return true;
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}
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}
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}
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_usedAction = gameFunctions.UseAction(gameObject, action);
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_usedAction = gameFunctions.UseAction(gameObject, action);
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_continueAt = DateTime.Now.AddSeconds(0.5);
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_continueAt = DateTime.Now.AddSeconds(0.5);
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return true;
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return true;
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@ -309,6 +309,11 @@ internal sealed unsafe class GameFunctions
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return statusManager->HasStatus(statusId);
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return statusManager->HasStatus(statusId);
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}
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}
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public static bool RemoveStatus(uint statusId)
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{
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return StatusManager.ExecuteStatusOff(statusId);
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}
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public bool Mount()
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public bool Mount()
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{
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{
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if (_condition[ConditionFlag.Mounted])
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if (_condition[ConditionFlag.Mounted])
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