Merge pull request #376 from RyujinZX/master

hotfix bug
This commit is contained in:
Taiga 2022-07-27 19:50:32 -07:00 committed by GitHub
commit 1eea293f80
4 changed files with 19 additions and 8 deletions

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@ -222,6 +222,7 @@ namespace cheat::game::filters
SimpleFilter RishbolandTiger = { EntityType__Enum_1::Monster, "_Megamoth_" };
SimpleFilter ShaggySumpterBeast = { EntityType__Enum_1::Monster, "_Panther" };
SimpleFilter Spincrocodile = { EntityType__Enum_1::Monster, "_Gator" };
SimpleFilter SentryTurrets = { EntityType__Enum_1::Field, "SentryTurrets_" };
}
namespace plant

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@ -221,6 +221,7 @@ namespace cheat::game::filters
extern SimpleFilter RishbolandTiger;
extern SimpleFilter ShaggySumpterBeast;
extern SimpleFilter Spincrocodile;
extern SimpleFilter SentryTurrets;
}
namespace plant

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@ -11,7 +11,7 @@ namespace cheat::feature
static bool LCAvatarCombat_OnSkillStart(app::LCAvatarCombat* __this, uint32_t skillID, float cdMultipler, MethodInfo* method);
static bool LCAvatarCombat_IsSkillInCD_1(app::LCAvatarCombat* __this, app::LCAvatarCombat_LCAvatarCombat_SkillInfo* skillInfo, MethodInfo* method);
static void ActorAbilityPlugin_AddDynamicFloatWithRange_Hook(void* __this, app::String* key, float value, float minValue, float maxValue,
static void ActorAbilityPlugin_AddDynamicFloatWithRange_Hook(app::MoleMole_ActorAbilityPlugin* __this, app::String* key, float value, float minValue, float maxValue,
bool forceDoAtRemote, MethodInfo* method);
static std::list<std::string> abilityLog;
@ -28,6 +28,7 @@ namespace cheat::feature
HookManager::install(app::MoleMole_HumanoidMoveFSM_CheckSprintCooldown, HumanoidMoveFSM_CheckSprintCooldown_Hook);
HookManager::install(app::MoleMole_ActorAbilityPlugin_AddDynamicFloatWithRange, ActorAbilityPlugin_AddDynamicFloatWithRange_Hook);
}
const FeatureGUIInfo& NoCD::GetGUIInfo() const
@ -153,11 +154,11 @@ namespace cheat::feature
// value - increase value
// min and max - bounds of charge.
// So, to charge make full charge m_Instantly, just replace value to maxValue.
static void ActorAbilityPlugin_AddDynamicFloatWithRange_Hook(void* __this, app::String* key, float value, float minValue, float maxValue,
static void ActorAbilityPlugin_AddDynamicFloatWithRange_Hook(app::MoleMole_ActorAbilityPlugin* __this, app::String* key, float value, float minValue, float maxValue,
bool forceDoAtRemote, MethodInfo* method)
{
std::time_t t = std::time(nullptr);
auto logEntry = fmt::format("{:%H:%M:%S} | Key: {} value {}.", fmt::localtime(t), il2cppi_to_string(key), value);
auto logEntry = fmt::format("{:%H:%M:%S} | Key: {} value: {} | min: {} | max: {}.", fmt::localtime(t), il2cppi_to_string(key), value, minValue, maxValue);
abilityLog.push_front(logEntry);
if (abilityLog.size() > 50)
abilityLog.pop_back();
@ -166,8 +167,13 @@ namespace cheat::feature
// This function is calling not only for bows, so if don't put key filter it cause various game mechanic bugs.
// For now only "_Enchanted_Time" found for bow charging, maybe there are more. Need to continue research.
if (noCD.f_InstantBow && il2cppi_to_string(key) == "_Enchanted_Time")
{
value = maxValue;
__this->fields.nextValidAbilityID = 36; // HotFix Yelan, Fishl | It's essentially a game bug. | RyujinZX#7832
}
CALL_ORIGIN(ActorAbilityPlugin_AddDynamicFloatWithRange_Hook, __this, key, value, minValue, maxValue, forceDoAtRemote, method);
}
}

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@ -186,6 +186,7 @@ namespace cheat::feature
bool IsValidByFilter(game::Entity* entity)
{
if (game::filters::combined::OrganicTargets.IsValid(entity) ||
game::filters::monster::SentryTurrets.IsValid(entity) ||
game::filters::combined::Ores.IsValid(entity) ||
game::filters::puzzle::Geogranum.IsValid(entity) ||
game::filters::puzzle::LargeRockPile.IsValid(entity) ||
@ -207,6 +208,7 @@ namespace cheat::feature
auto& manager = game::EntityManager::instance();
auto originalTarget = manager.entity(targetID);
if (!IsValidByFilter(originalTarget))
return CALL_ORIGIN(LCBaseCombat_DoHitEntity_Hook, __this, targetID, attackResult, ignoreCheckCanBeHitInMP, method);
@ -236,6 +238,7 @@ namespace cheat::feature
}
for (const auto& entity : validEntities) {
if (rapidFire.f_MultiHit) {
int attackCount = rapidFire.GetAttackCount(__this, entity->runtimeID(), attackResult);
for (int i = 0; i < attackCount; i++)