mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-15 16:48:01 +00:00
02420d3e93
* Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using System;
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namespace PKHeX.Core
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{
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public static class Data
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{
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/// <summary>
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/// Unpacks a BinLinkerAccessor generated file container into individual arrays.
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/// </summary>
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/// <param name="fileData">Packed data</param>
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/// <param name="identifier">Signature expected in the first two bytes (ASCII)</param>
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/// <returns>Unpacked array containing all files that were packed.</returns>
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public static byte[][] UnpackMini(byte[]? fileData, string identifier)
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{
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if (fileData == null || fileData.Length < 4)
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throw new ArgumentException(nameof(fileData));
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if (identifier[0] != fileData[0] || identifier[1] != fileData[1])
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throw new ArgumentException(nameof(identifier));
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int count = BitConverter.ToUInt16(fileData, 2); int ctr = 4;
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int start = BitConverter.ToInt32(fileData, ctr); ctr += 4;
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byte[][] returnData = new byte[count][];
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for (int i = 0; i < count; i++)
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{
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int end = BitConverter.ToInt32(fileData, ctr); ctr += 4;
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int len = end - start;
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byte[] data = new byte[len];
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Buffer.BlockCopy(fileData, start, data, 0, len);
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returnData[i] = data;
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start = end;
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}
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return returnData;
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}
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}
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}
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