pr #150: fix structure & little refactor
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a1855e3134
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@ -931,7 +931,8 @@
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</Command>
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</PostBuildEvent>
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<CustomBuildStep>
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<Command>"$(OutDir)injector.exe" powershell -nop -c "&amp; {sleep 15}"</Command>
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<Command>"$(OutDir)injector.exe"
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powershell -nop -c "& {sleep 20}"</Command>
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<Outputs>$(OutDir)_noexist.nope;%(Outputs)</Outputs>
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<Inputs>$(TargetPath);%(Inputs)</Inputs>
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</CustomBuildStep>
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@ -6,19 +6,6 @@
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namespace cheat::feature
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{
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static bool Miscs_CheckTargetAttackable_Hook(app::BaseEntity* attacker, app::BaseEntity* target, MethodInfo* method);
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static void VCHumanoidMove_NotifyLandVelocity_Hook(app::VCHumanoidMove* __this, app::Vector3 velocity, float reachMaxDownVelocityTime, MethodInfo* method);
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static void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method);
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static bool MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp_Hook(app::ActorAbilityPlugin* __this, float delay, app::Object* arg, MethodInfo* method);
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std::vector<std::string> v{
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"BlackMud",
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"SERVER_ClimateAbility",
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"ElectricWater",
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"SeiraiThunder",
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"UNIQUE_Monster_",
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"Monster_Shougun"};
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GodMode::GodMode() : Feature(),
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NFEX(f_Enabled, "God mode", "m_GodMode", "Player", false, false),
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NF(f_AltGodMode, "Alternative God Mode", "Player", false)
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@ -64,7 +51,7 @@ namespace cheat::feature
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}
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// Attack immunity (return false when target is avatar, that mean avatar entity isn't attackable)
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static bool Miscs_CheckTargetAttackable_Hook(app::BaseEntity* attacker, app::BaseEntity* target, MethodInfo* method)
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bool GodMode::Miscs_CheckTargetAttackable_Hook(app::BaseEntity* attacker, app::BaseEntity* target, MethodInfo* method)
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{
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auto& gm = GodMode::GetInstance();
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auto& manager = game::EntityManager::instance();
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@ -78,7 +65,7 @@ namespace cheat::feature
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// Raised when avatar fall on ground.
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// Sending fall speed, and how many time pass from gain max fall speed (~30m/s).
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// To disable fall damage reset reachMaxDownVelocityTime and decrease fall velocity.
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static void VCHumanoidMove_NotifyLandVelocity_Hook(app::VCHumanoidMove* __this, app::Vector3 velocity, float reachMaxDownVelocityTime, MethodInfo* method)
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void GodMode::VCHumanoidMove_NotifyLandVelocity_Hook(app::VCHumanoidMove* __this, app::Vector3 velocity, float reachMaxDownVelocityTime, MethodInfo* method)
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{
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auto& gm = GodMode::GetInstance();
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if ((gm.f_Enabled || gm.f_AltGodMode) && -velocity.y > 13)
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@ -92,7 +79,7 @@ namespace cheat::feature
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}
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// Analog function for disable attack damage (Thanks to Taiga74164)
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static void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method)
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void GodMode::LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method)
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{
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auto& gm = GodMode::GetInstance();
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auto& manager = game::EntityManager::instance();
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@ -103,55 +90,61 @@ namespace cheat::feature
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}
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// Environmental damage immunity (Thanks to RELOADED#7236 / GitHub: @34736384)
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static bool MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp_Hook(app::ActorAbilityPlugin* __this, float delay, app::Object* arg, MethodInfo* method)
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bool GodMode::MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp_Hook(app::ActorAbilityPlugin* __this, float delay, app::Object* arg, MethodInfo* method)
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{
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auto& gm = GodMode::GetInstance();
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auto actorModifer = reinterpret_cast<app::MoleMole_ActorModifier*>(arg);
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auto argStr = actorModifer->fields._config->fields._modifierName;
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std::string name;
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if ((uintptr_t)actorModifer->klass == *(uintptr_t*)app::MoleMole_ActorModifier__TypeInfo)
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{
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uintptr_t MoleMole_ActorModifier = (uintptr_t)arg;
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uintptr_t ConfigAbilityModifier = *(uintptr_t*)(MoleMole_ActorModifier + 0x68);
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if (ConfigAbilityModifier)
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{
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//app::String* modifierName = actorModifer->fields._config->fields._modifierName;
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app::String* modifierName = *(app::String**)(ConfigAbilityModifier + 0x28);
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if (modifierName)
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name = il2cppi_to_string(modifierName).c_str();
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}
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}
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if (GetInstance().NeedBlockHanlerModifierThinkTimeUp(arg))
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return false;
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if (gm.f_AltGodMode)
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for (auto& v : v)
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if (name.find(v) != std::string::npos)
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return false;
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//LOG_DEBUG("%s", name.c_str());
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return CALL_ORIGIN(MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp_Hook, __this, delay, arg, method);
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}
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}
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// ____________________________________________________________________________________________________________
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// | Name | Description |
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// |------------------------------------------------------------------------|-----------------------------------|
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// | SERVER_ClimateAbility_Cold_Area | Sheer cold |
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// | SERVER_ClimateAbility_Cold_Lv1 | Sheer cold |
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// | SERVER_ClimateAbility_Cold_Lv2 | Sheer cold |
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// | SERVER_ClimateAbility_TsurumiMist_Area | Electric debuff |
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// | SERVER_ClimateAbility_TatariRegion_Area | Electric debuff |
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// | SERVER_ClimateAbility_TatariRegion_Lv1 | Electric debuff |
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// | SERVER_ClimateAbility_TatariRegion_Lv2 | Electric debuff |
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// | SERVER_ClimateAbility_SeiraiStorm_Area | Serai Island |
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// | SERVER_ClimateAbility_SeiraiStorm_Lv1 | Serai Island |
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// | SERVER_ClimateAbility_SeiraiStorm_Lv2 | Serai Island |
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// | SERVER_ClimateAbility_TsurumiMist_Area | Tsurumi Island |
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// | ElectricWaterAreaModifier | All electric water in inazuma |
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// | BlackMudAreaBuff_Avatar | |
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// | BlackMudAreaBuff_Avatar02 | |
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// | WaterAreaModifier | |
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// | SeiraiThunder_Manager | |
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// | UNIQUE_Monster_Shougun_Mitakenarukami_BurstAtk02_NotInShieldPredicated | |
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// | Monster_Shougun_Mitakenarukami_BurstAtk02_NotInShieldAtk | |
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// |------------------------------------------------------------------------|-----------------------------------|
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bool GodMode::NeedBlockHanlerModifierThinkTimeUp(app::Object* arg)
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{
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if (!f_AltGodMode)
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return false;
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auto actorModifier = CastTo<app::MoleMole_ActorModifier>(arg, *app::MoleMole_ActorModifier__TypeInfo);
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if (actorModifier == nullptr)
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return false;
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static std::vector<std::string> modifierBlacklist
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{
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"BlackMud",
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"SERVER_ClimateAbility",
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"ElectricWater",
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"SeiraiThunder",
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"UNIQUE_Monster_",
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"Monster_Shougun"
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};
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std::string modifierName = il2cppi_to_string(actorModifier->fields._config->fields._modifierName);
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for (auto& forbiddenModifierName : modifierBlacklist)
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if (modifierName.find(forbiddenModifierName) != std::string::npos)
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return true;
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return false;
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}
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// ____________________________________________________________________________________________________________
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// | Name | Description |
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// |------------------------------------------------------------------------|-----------------------------------|
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// | SERVER_ClimateAbility_Cold_Area | Sheer cold |
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// | SERVER_ClimateAbility_Cold_Lv1 | Sheer cold |
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// | SERVER_ClimateAbility_Cold_Lv2 | Sheer cold |
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// | SERVER_ClimateAbility_TsurumiMist_Area | Electric debuff |
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// | SERVER_ClimateAbility_TatariRegion_Area | Electric debuff |
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// | SERVER_ClimateAbility_TatariRegion_Lv1 | Electric debuff |
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// | SERVER_ClimateAbility_TatariRegion_Lv2 | Electric debuff |
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// | SERVER_ClimateAbility_SeiraiStorm_Area | Serai Island |
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// | SERVER_ClimateAbility_SeiraiStorm_Lv1 | Serai Island |
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// | SERVER_ClimateAbility_SeiraiStorm_Lv2 | Serai Island |
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// | SERVER_ClimateAbility_TsurumiMist_Area | Tsurumi Island |
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// | ElectricWaterAreaModifier | All electric water in inazuma |
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// | BlackMudAreaBuff_Avatar | |
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// | BlackMudAreaBuff_Avatar02 | |
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// | WaterAreaModifier | |
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// | SeiraiThunder_Manager | |
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// | UNIQUE_Monster_Shougun_Mitakenarukami_BurstAtk02_NotInShieldPredicated | |
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// | Monster_Shougun_Mitakenarukami_BurstAtk02_NotInShieldAtk | |
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// |------------------------------------------------------------------------|-----------------------------------|
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}
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@ -16,10 +16,18 @@ namespace cheat::feature
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const FeatureGUIInfo& GetGUIInfo() const override;
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void DrawMain() override;
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virtual bool NeedStatusDraw() const override;
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bool NeedStatusDraw() const override;
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void DrawStatus() override;
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private:
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bool NeedBlockHanlerModifierThinkTimeUp(app::Object* arg);
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static bool MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp_Hook(app::ActorAbilityPlugin* __this, float delay, app::Object* arg, MethodInfo* method);
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static void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method);
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static void VCHumanoidMove_NotifyLandVelocity_Hook(app::VCHumanoidMove* __this, app::Vector3 velocity, float reachMaxDownVelocityTime, MethodInfo* method);
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static bool Miscs_CheckTargetAttackable_Hook(app::BaseEntity* attacker, app::BaseEntity* target, MethodInfo* method);
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GodMode();
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};
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}
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