Changed from Button to Hotkey(Animation Changer)
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be2546903a
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42f260ab95
@ -219,11 +219,13 @@ namespace cheat::feature
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"Blocking_Hit",
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"Blocking_AS"
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};
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static std::string currentAnimation{};
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AnimationChanger::AnimationChanger() : Feature(),
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NF(f_Enabled, "Animation Changer", "Visuals::AnimationChanger", false),
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NF(f_ApplyAnimation, "Apply Animation", "Visuals::AnimationChanger", false),
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NF(f_ResetAnimation, "Reset Animation", "Visuals::AnimationChanger", false)
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NF(f_Animation, "Animation", "Visuals::AnimationChanger", "ExtraAttack"),
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NF(f_ApplyKey, "Apply Animation", "Visuals::AnimationChanger", Hotkey('Y')),
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NF(f_ResetKey, "Reset Animation", "Visuals::AnimationChanger", Hotkey('R')),
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toBeUpdate(), nextUpdate(0)
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{
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events::GameUpdateEvent += MY_METHOD_HANDLER(AnimationChanger::OnGameUpdate);
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}
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@ -235,17 +237,19 @@ namespace cheat::feature
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}
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void AnimationChanger::DrawMain()
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{
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ImGui::BeginGroupPanel("Animation Changer");
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{
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ConfigWidget(f_Enabled, "Changes active character's animation.\nNot all animations work for every character except Main Character.");
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if (f_Enabled)
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{
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if (ImGui::BeginCombo("Animations", currentAnimation.c_str()))
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if (ImGui::BeginCombo("Animations", f_Animation.value().c_str()))
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{
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for (int n = 0; n < IM_ARRAYSIZE(animations); n++)
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{
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bool is_selected = (currentAnimation.c_str() == animations[n]);
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bool is_selected = (f_Animation.value().c_str() == animations[n]);
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if (ImGui::Selectable(animations[n].c_str(), is_selected))
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currentAnimation = animations[n];
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f_Animation.value() = animations[n];
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if (is_selected)
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ImGui::SetItemDefaultFocus();
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@ -253,13 +257,11 @@ namespace cheat::feature
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ImGui::EndCombo();
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}
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if (ImGui::Button("Apply"))
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f_ApplyAnimation = true;
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ImGui::SameLine();
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if (ImGui::Button("Reset"))
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f_ResetAnimation = true;
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ConfigWidget("Apply Key", f_ApplyKey, true);
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ConfigWidget("Reset Key", f_ResetKey, true);
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}
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}
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ImGui::EndGroupPanel();
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}
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bool AnimationChanger::NeedStatusDraw() const
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@ -283,21 +285,21 @@ namespace cheat::feature
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if (!f_Enabled)
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return;
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auto currentTime = util::GetCurrentTimeMillisec();
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if (currentTime < nextUpdate)
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return;
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auto& manager = game::EntityManager::instance();
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auto avatar = manager.avatar();
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if (avatar->animator() == nullptr)
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return;
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if (f_Enabled && f_ApplyAnimation)
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{
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app::Animator_Play(avatar->animator(), string_to_il2cppi(currentAnimation.c_str()), 0, 0, nullptr);
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f_ApplyAnimation = false;
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}
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if (f_ApplyKey.value().IsPressed())
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app::Animator_Play(avatar->animator(), string_to_il2cppi(f_Animation.value().c_str()), 0, 0, nullptr);
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if (f_Enabled && f_ResetAnimation)
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{
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if (f_ResetKey.value().IsPressed())
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app::Animator_Rebind(avatar->animator(), nullptr);
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f_ResetAnimation = false;
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}
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nextUpdate = currentTime + (int)f_DelayUpdate;
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}
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}
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@ -1,6 +1,7 @@
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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 <cheat-base/thread-safe.h>
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namespace cheat::feature
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{
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@ -9,19 +10,21 @@ namespace cheat::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<config::Toggle<Hotkey>> f_ApplyAnimation;
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config::Field<config::Toggle<Hotkey>> f_ResetAnimation;
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static AnimationChanger& GetInstance();
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config::Field<std::string> f_Animation;
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config::Field<Hotkey> f_ApplyKey;
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config::Field<Hotkey> f_ResetKey;
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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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void DrawStatus() override;
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static AnimationChanger& GetInstance();
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void OnGameUpdate();
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private:
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SafeQueue<uint32_t> toBeUpdate;
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SafeValue<int64_t> nextUpdate;
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int f_DelayUpdate = 500;
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AnimationChanger();
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};
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}
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