Merge pull request #609 from Taiga74164/changes-5
Added Set Collider for Mob Vacuum
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commit
633f1930c5
@ -22,7 +22,8 @@ namespace cheat::feature
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NF(f_Distance, "Distance", "MobVacuum", 1.5f),
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NF(f_Radius, "Radius", "MobVacuum", 10.0f),
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NF(f_OnlyTarget, "Only targeted", "MobVacuum", true),
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NF(f_Instantly, "Instantly", "MobVacuum", false)
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NF(f_Instantly, "Instantly", "MobVacuum", false),
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NF(f_SetCollider, "SetCollider", "MobVacuum", false)
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{
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events::GameUpdateEvent += MY_METHOD_HANDLER(MobVacuum::OnGameUpdate);
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events::MoveSyncEvent += MY_METHOD_HANDLER(MobVacuum::OnMoveSync);
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@ -63,6 +64,7 @@ namespace cheat::feature
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ConfigWidget("Instant Vacuum", f_Instantly, "Vacuum entities instantly.");
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ConfigWidget("Only Hostile/Aggro", f_OnlyTarget, "If enabled, vacuum will only affect monsters targeting you. Will not affect animals.");
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ConfigWidget("Remove Collider", f_SetCollider, "If enabled, monsters won't be able to push you despite the distance or size");
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ConfigWidget("Speed", f_Speed, 0.1f, 1.0f, 15.0f, "If 'Instant Vacuum' is not checked, mob will be vacuumed at the specified speed.");
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ConfigWidget("Radius (m)", f_Radius, 0.1f, 5.0f, 150.0f, "Radius of vacuum.");
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ConfigWidget("Distance (m)", f_Distance, 0.1f, 0.5f, 10.0f, "Distance between the player and the monster.");
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@ -75,13 +77,13 @@ namespace cheat::feature
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void MobVacuum::DrawStatus()
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{
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ImGui::Text("Vacuum [%s]\n[%s|%.01fm|%.01fm|%s]",
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ImGui::Text("Vacuum [%s]\n[%s|%.01fm|%.01fm|%s|%s]",
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f_IncludeMonsters && f_IncludeAnimals ? "All" : f_IncludeMonsters ? "Monsters" : f_IncludeAnimals ? "Animals" : "None",
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f_Instantly ? "Instant" : fmt::format("Normal|{:.1f}", f_Speed.value()).c_str(),
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f_Radius.value(),
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f_Distance.value(),
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f_OnlyTarget ? "Aggro" : "All"
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);
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f_OnlyTarget ? "Aggro" : "All",
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f_SetCollider ? "RC" : "");
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}
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MobVacuum& MobVacuum::GetInstance()
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@ -142,6 +144,27 @@ namespace cheat::feature
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return avatarEntity->relativePosition() + avatarEntity->forward() * f_Distance;
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}
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// Set Monster's collider
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// Taiga#5555: There might be an in-game function for this already I'm just not sure which one
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void SetMonsterCollider(bool v)
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{
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auto monsterRoot = app::GameObject_Find(string_to_il2cppi("/EntityRoot/MonsterRoot"), nullptr);
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if (monsterRoot != nullptr)
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{
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auto transform = app::GameObject_GetComponentByName(monsterRoot, string_to_il2cppi("Transform"), nullptr);
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auto monsterCount = app::Transform_get_childCount(reinterpret_cast<app::Transform*>(transform), nullptr);
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for (int i = 0; i <= monsterCount - 1; i++)
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{
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auto monsters = app::Transform_GetChild(reinterpret_cast<app::Transform*>(transform), i, nullptr);
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auto monsterGameObject = app::Component_1_get_gameObject(reinterpret_cast<app::Component_1*>(monsters), nullptr);
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auto monsterTransform = app::GameObject_GetComponentByName(monsterGameObject, string_to_il2cppi("Transform"), nullptr);
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auto transformChild = app::Transform_GetChild(reinterpret_cast<app::Transform*>(monsterTransform), 1, nullptr);
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auto colliderGameObject = app::Component_1_get_gameObject(reinterpret_cast<app::Component_1*>(transformChild), nullptr);
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app::GameObject_SetActive(colliderGameObject, v, nullptr);
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}
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}
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}
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// Mob vacuum update function.
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// Changes position of monster, if mob vacuum enabled.
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void MobVacuum::OnGameUpdate()
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@ -169,6 +192,8 @@ namespace cheat::feature
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if (!IsEntityForVac(entity))
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continue;
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SetMonsterCollider(!f_SetCollider);
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if (f_Instantly)
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{
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entity->setRelativePosition(targetPos);
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@ -211,6 +236,8 @@ namespace cheat::feature
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if (!IsEntityForVac(entity))
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return;
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SetMonsterCollider(!f_SetCollider);
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app::Vector3 targetPos = CalcMobVacTargetPos();
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app::Vector3 entityPos = entity->relativePosition();
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if (app::Vector3_Distance(targetPos, entityPos, nullptr) < 0.2)
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@ -29,6 +29,7 @@ namespace cheat::feature
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config::Field<float> f_Distance;
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config::Field<bool> f_OnlyTarget;
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config::Field<bool> f_Instantly;
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config::Field<config::Toggle<Hotkey>> f_SetCollider;
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static MobVacuum& GetInstance();
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