DialogSkip changes
- you don't need to call ``Notify_CreateNotify_1`` - added Wagner on the filter list since the first dialog the shop instead of forging Co-Authored-By: KKKKKKKKKKKKK <34736384@users.noreply.github.com>
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@ -1,4 +1,4 @@
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#include "pch-il2cpp.h"
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#include "pch-il2cpp.h"
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#include "DialogSkip.h"
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#include <helpers.h>
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@ -13,7 +13,7 @@ namespace cheat::feature
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DialogSkip::DialogSkip() : Feature(),
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NF(f_Enabled, "Auto talk", "AutoTalk", false),
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NF(f_AutoSelectDialog, "Auto select dialog", "AutoTalk", true),
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NF(f_ExcludeImportant, "Exclude Katheryne/Tubby", "AutoTalk", true),
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NF(f_ExcludeImportant, "Exclude Katheryne/Tubby/Wagner", "AutoTalk", true),
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NF(f_FastDialog, "Fast dialog", "AutoTalk", false),
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NF(f_CutsceneUSM, "Skip Cutscenes", "AutoTalk", false),
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NF(f_TimeSpeedup, "Time Speed", "AutoTalk", 5.0f)
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@ -36,7 +36,7 @@ namespace cheat::feature
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if (f_AutoSelectDialog)
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{
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ImGui::Indent();
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ConfigWidget("Exclude Katheryne/Tubby", f_ExcludeImportant, "Exclude Kath/Tubby from auto-select.");
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ConfigWidget("Exclude Katheryne/Tubby/Wagner", f_ExcludeImportant, "Exclude Kath/Tubby/Wagner from auto-select.");
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ImGui::Unindent();
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}
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ConfigWidget("Fast Dialog", f_FastDialog, "Speeds up Time");
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@ -94,7 +94,8 @@ namespace cheat::feature
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// speeding up dialog on.
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std::vector<std::string> impEntitiesNames = {
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"Djinn",
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"Katheryne"
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"Katheryne",
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"Wagner"
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};
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auto dialogPartnerID = context->fields._inteeID;
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auto& manager = game::EntityManager::instance();
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@ -114,7 +115,9 @@ namespace cheat::feature
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{
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int32_t value = 0;
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auto object = il2cpp_value_box((Il2CppClass*)*app::Int32__TypeInfo, &value);
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auto notify = app::Notify_CreateNotify_1(app::MoleMole_NotifyTypes__Enum::DialogSelectItemNotify, (app::Object*)object, nullptr);
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app::Notify notify{};
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notify.type = app::MoleMole_NotifyTypes__Enum::DialogSelectNotify;
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notify.body = (app::Object*)object;
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app::MoleMole_TalkDialogContext_OnDialogSelectItem(talkDialog, ¬ify, nullptr);
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}
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else if (!talkDialog->fields._inSelect)
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