commit
2da131a6c8
@ -22,6 +22,7 @@
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<ClInclude Include="src\user\cheat\misc\sniffer\pipe\PipeIO.h" />
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<ClInclude Include="src\user\cheat\player\AutoRun.h" />
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<ClInclude Include="src\user\cheat\visuals\AnimationChanger.h" />
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<ClInclude Include="src\user\cheat\player\FallControl.h" />
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<ClInclude Include="src\user\cheat\visuals\TextureChanger.h" />
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<ClInclude Include="src\user\cheat\visuals\FreeCamera.h" />
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<ClInclude Include="src\user\cheat\world\AutoChallenge.h" />
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@ -116,6 +117,7 @@
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<ClCompile Include="src\user\cheat\misc\sniffer\pipe\PipeIO.cpp" />
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<ClCompile Include="src\user\cheat\player\AutoRun.cpp" />
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<ClCompile Include="src\user\cheat\visuals\AnimationChanger.cpp" />
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<ClCompile Include="src\user\cheat\player\FallControl.cpp" />
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<ClCompile Include="src\user\cheat\visuals\TextureChanger.cpp" />
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<ClCompile Include="src\user\cheat\visuals\FreeCamera.cpp" />
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<ClCompile Include="src\user\cheat\world\AutoChallenge.cpp" />
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@ -255,6 +255,9 @@
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<ClInclude Include="src\user\cheat\visuals\AnimationChanger.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\user\cheat\player\FallControl.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\user\cheat\world\AutoChallenge.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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@ -471,6 +474,9 @@
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<ClCompile Include="src\user\cheat\visuals\AnimationChanger.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\user\cheat\player\FallControl.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\user\cheat\world\AutoChallenge.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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@ -57,6 +57,7 @@
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#include <cheat/visuals/TextureChanger.h>
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#include <cheat/visuals/FreeCamera.h>
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#include <cheat/visuals/AnimationChanger.h>
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#include <cheat/player/FallControl.h>
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#include "GenshinCM.h"
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@ -87,6 +88,7 @@ namespace cheat
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FEAT_INST(NoClip),
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FEAT_INST(RapidFire),
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FEAT_INST(AutoRun),
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FEAT_INST(FallControl),
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FEAT_INST(AutoLoot),
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FEAT_INST(AutoTreeFarm),
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@ -229,7 +229,7 @@ namespace cheat::game
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SAFE_END();
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}
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app::Vector3 Entity::forward()
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app::Vector3 Entity::forward() const
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{
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if (m_RawEntity == nullptr)
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return {};
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@ -237,12 +237,12 @@ namespace cheat::game
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return app::MoleMole_BaseEntity_GetForward(m_RawEntity, nullptr);
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}
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app::Vector3 Entity::back()
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app::Vector3 Entity::back() const
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{
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return -forward();
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}
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app::Vector3 Entity::right()
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app::Vector3 Entity::right() const
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{
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if (m_RawEntity == nullptr)
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return {};
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@ -250,12 +250,12 @@ namespace cheat::game
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return app::MoleMole_BaseEntity_GetRight(m_RawEntity, nullptr);
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}
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app::Vector3 Entity::left()
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app::Vector3 Entity::left() const
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{
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return -right();
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}
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app::Vector3 Entity::up()
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app::Vector3 Entity::up() const
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{
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if (m_RawEntity == nullptr)
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return {};
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@ -263,7 +263,7 @@ namespace cheat::game
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return app::MoleMole_BaseEntity_GetUp(m_RawEntity, nullptr);
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}
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app::Vector3 Entity::down()
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app::Vector3 Entity::down() const
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{
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return -up();
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}
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@ -39,12 +39,12 @@ namespace cheat::game
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app::Rigidbody* rigidbody();
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app::Animator* animator();
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app::Vector3 forward();
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app::Vector3 back();
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app::Vector3 right();
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app::Vector3 left();
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app::Vector3 up();
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app::Vector3 down();
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app::Vector3 forward() const;
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app::Vector3 back() const;
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app::Vector3 right() const;
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app::Vector3 left() const;
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app::Vector3 up() const;
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app::Vector3 down() const;
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template<class T>
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T* plugin(void* pClass)
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121
cheat-library/src/user/cheat/player/FallControl.cpp
Normal file
121
cheat-library/src/user/cheat/player/FallControl.cpp
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@ -0,0 +1,121 @@
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#include "pch-il2cpp.h"
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#include "FallControl.h"
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#include <cheat/events.h>
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#include <cheat/game/EntityManager.h>
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namespace cheat::feature
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{
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bool FallControl::isFalling = false;
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FallControl::FallControl() : Feature(),
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NF(f_Enabled, "Fall Control", "FallControl", false),
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NF(f_Speed, "Speed", "FallControl", 10.0f)
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{
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events::GameUpdateEvent += MY_METHOD_HANDLER(FallControl::OnGameUpdate);
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events::MoveSyncEvent += MY_METHOD_HANDLER(FallControl::OnMoveSync);
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}
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const FeatureGUIInfo& cheat::feature::FallControl::GetGUIInfo() const
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{
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static const FeatureGUIInfo info{ "Fall-Control", "Player", true };
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return info;
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}
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void cheat::feature::FallControl::DrawMain()
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{
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ConfigWidget("Enabled", f_Enabled, "Enables fall control");
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ConfigWidget("Speed", f_Speed, 1.0f, 0.0f, 100.0f, "Movement speed when using fall control");
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}
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bool cheat::feature::FallControl::NeedStatusDraw() const
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{
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return f_Enabled;
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}
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void cheat::feature::FallControl::DrawStatus()
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{
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ImGui::Text("Fall Control [%.1f]", f_Speed.value());
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}
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FallControl& cheat::feature::FallControl::GetInstance()
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{
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static FallControl instance;
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return instance;
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}
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// Fall control update function
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// Detects and moves avatar when movement keys are pressed.
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void FallControl::OnGameUpdate()
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{
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if (!f_Enabled || !isFalling)
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return;
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auto& manager = game::EntityManager::instance();
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const auto avatarEntity = manager.avatar();
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auto rigidBody = avatarEntity->rigidbody();
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if (rigidBody == nullptr)
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return;
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const auto cameraEntity = game::Entity(reinterpret_cast<app::BaseEntity*>(manager.mainCamera()));
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app::Vector3 direction = {};
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if (Hotkey(ImGuiKey_W).IsPressed())
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direction = direction + cameraEntity.forward();;
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if (Hotkey(ImGuiKey_S).IsPressed())
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direction = direction + cameraEntity.back();;
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if (Hotkey(ImGuiKey_D).IsPressed())
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direction = direction + cameraEntity.right();;
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if (Hotkey(ImGuiKey_A).IsPressed())
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direction = direction + cameraEntity.left();;
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if (IsVectorZero(direction))
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return;
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// Do not change falling velocity when camera relative
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direction.y = 0;
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// Alternative, using set_velocity. Does not work while falling?
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// const float speed = f_Speed.value();
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// const auto currentVelocity = app::Rigidbody_get_velocity(rigidBody, nullptr);
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// const auto desiredvelocity = currentVelocity + direction * speed;
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// LOG_DEBUG("Current velocity: [%.1f,%.1f,%.1f]", currentVelocity.x, currentVelocity.y, currentVelocity.z);
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// LOG_DEBUG("Desired velocity: [%.1f,%.1f,%.1f]\n", desiredvelocity.x, desiredvelocity.y, desiredvelocity.z);
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// app::Rigidbody_set_collisionDetectionMode(rigidBody, app::CollisionDetectionMode__Enum::Continuous, nullptr);
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// app::Rigidbody_set_velocity(rigidBody, desiredvelocity, nullptr);
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const app::Vector3 prevPos = avatarEntity->relativePosition();
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const auto currentVelocity = app::Rigidbody_get_velocity(rigidBody, nullptr);
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const float speed = f_Speed.value();
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const float deltaTime = app::Time_get_deltaTime(nullptr);
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const app::Vector3 newPos = prevPos + (currentVelocity + direction * speed) * deltaTime;
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avatarEntity->setRelativePosition(newPos);
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}
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// Detects when player is falling and enables the FallControl cheat
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void FallControl::OnMoveSync(uint32_t entityId, app::MotionInfo* syncInfo)
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{
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if (!f_Enabled) {
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// Edgecase for when you turn off cheat while falling
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isFalling = false;
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return;
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}
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const auto motionState = syncInfo->fields.motionState;
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switch (motionState)
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{
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// These states tell us we are falling
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case app::MotionState__Enum::MotionDrop:
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isFalling = true;
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return;
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// State that doesn't tell us anything
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case app::MotionState__Enum::MotionStandby:
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case app::MotionState__Enum::MotionNotify:
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return;
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// We are not falling
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default:
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isFalling = false;
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break;
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}
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}
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}
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32
cheat-library/src/user/cheat/player/FallControl.h
Normal file
32
cheat-library/src/user/cheat/player/FallControl.h
Normal file
@ -0,0 +1,32 @@
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#pragma once
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#include <cheat-base/cheat/Feature.h>
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#include <cheat-base/config/config.h>
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#include <il2cpp-appdata.h>
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namespace cheat::feature
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{
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class FallControl : public Feature
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{
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public:
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config::Field<config::Toggle<Hotkey>> f_Enabled;
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config::Field<float> f_Speed;
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static FallControl& GetInstance();
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// Inherited via Feature
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virtual const FeatureGUIInfo& GetGUIInfo() const override;
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virtual void DrawMain() override;
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virtual bool NeedStatusDraw() const override;
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void DrawStatus() override;
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void OnGameUpdate();
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void OnMoveSync(uint32_t entityId, app::MotionInfo* syncInfo);
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||||
private:
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FallControl();
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static bool isFalling;
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};
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||||
}
|
Loading…
Reference in New Issue
Block a user