Custom Weather & Lightning target
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@ -24,6 +24,7 @@
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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\AutoSeelie.h" />
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<ClInclude Include="src\user\cheat\world\CustomWeather.h" />
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<ClInclude Include="src\user\cheat\world\FakeTime.h" />
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<ClInclude Include="src\user\cheat\debugger.h">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release_WS|x64'">false</ExcludedFromBuild>
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@ -115,6 +116,7 @@
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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\AutoSeelie.cpp" />
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<ClCompile Include="src\user\cheat\world\CustomWeather.cpp" />
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<ClCompile Include="src\user\cheat\world\FakeTime.cpp" />
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<ClCompile Include="src\user\cheat\debugger.cpp">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
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@ -249,6 +249,9 @@
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<ClInclude Include="src\user\cheat\world\FreezeEnemies.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\user\cheat\world\CustomWeather.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Font Include="res\Ruda-Bold.ttf" />
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@ -456,6 +459,9 @@
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<ClCompile Include="src\user\cheat\world\FreezeEnemies.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\user\cheat\world\CustomWeather.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="res\res.rc">
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@ -42,6 +42,7 @@
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#include <cheat/world/AutoFish.h>
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#include <cheat/world/AutoCook.h>
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#include <cheat/world/CustomWeather.h>
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#include <cheat/visuals/NoFog.h>
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#include <cheat/visuals/FPSUnlock.h>
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@ -109,6 +110,8 @@ namespace cheat
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FEAT_INST(AutoFish),
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FEAT_INST(AutoCook),
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FEAT_INST(CustomWeather),
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FEAT_INST(NoFog),
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FEAT_INST(FPSUnlock),
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FEAT_INST(CameraZoom),
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@ -529,5 +529,7 @@ namespace cheat::game::filters
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SimpleFilter OrganicTargets = { Monsters, Animals }; // Solael: Please don't mess around with this filter.
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//m0nkrel: We can choose the entities we need ourselves so as not to magnetize cats, dogs, etc.
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//AdvancedFilter Animals = { {EntityType__Enum_1::EnvAnimal, EntityType__Enum_1::Monster }, {"Crane", "Tit", "Boar", "Squirrel", "Fox", "Pigeon", "Wigeon", "Falcon" ,"Marten" } };
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SimpleFilter Lightning = { EntityType__Enum_1::Lightning };
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}
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}
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@ -337,5 +337,6 @@ namespace cheat::game::filters
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extern SimpleFilter MonsterEquips;
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extern BlacklistFilter Living;
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extern SimpleFilter OrganicTargets;
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extern SimpleFilter Lightning;
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}
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}
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114
cheat-library/src/user/cheat/world/CustomWeather.cpp
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114
cheat-library/src/user/cheat/world/CustomWeather.cpp
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@ -0,0 +1,114 @@
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#include "pch-il2cpp.h"
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#include "CustomWeather.h"
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#include <helpers.h>
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#include <cheat/events.h>
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#include <cheat/game/EntityManager.h>
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#include <cheat/game/util.h>
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#include <cheat/game/filters.h>
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namespace cheat::feature
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{
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const char* WeatherType[]{ "ClearSky", "Cloudy", "Foggy", "Storm", "RainHeavy", "FountainRain", "SnowLight", "EastCoast" };
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std::string CustomWeather::GetWeather() {
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switch (current_weather)
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{
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case 0:
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return "Data/Environment/Weather/BigWorld/Weather_ClearSky";
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case 1:
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return "Data/Environment/Weather/BigWorld/Weather_Cloudy";
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case 2:
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return "Data/Environment/Weather/BigWorld/Weather_Foggy";
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case 3:
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return "Data/Environment/Weather/BigWorld/Weather_Storm";
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case 4:
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return "Data/Environment/Weather/BigWorld/Weather_Dq_Tabeisha_Rain_Heavy";
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case 5:
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return "Data/Environment/Weather/BigWorld/Weather_LY_Fountain_Rain";
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case 6:
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return "Data/Environment/Weather/BigWorld/Weather_Snowmountain_Snow_Light";
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case 7:
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return "Data/Environment/Weather/BigWorld/Weather_Snowmountain_EastCoast";
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default:
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return "Data/Environment/Weather/BigWorld/Weather_ClearSky";
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}
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}
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CustomWeather::CustomWeather() : Feature(),
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NF(f_Enabled, "Custom Weather", "World", false),
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NF(f_Lightning, "Lightning", "World", false),
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toBeUpdate(), nextUpdate(0)
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{
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events::GameUpdateEvent += MY_METHOD_HANDLER(CustomWeather::OnGameUpdate);
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}
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const FeatureGUIInfo& CustomWeather::GetGUIInfo() const
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{
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static const FeatureGUIInfo info{ "CustomWeather", "Visuals", true };
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return info;
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}
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void CustomWeather::DrawMain()
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{
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ConfigWidget(f_Enabled, "Custom Weather.");
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if (f_Enabled) {
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ImGui::Combo(("Weather Type"), ¤t_weather, WeatherType, ARRAYSIZE(WeatherType));
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}
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ConfigWidget(f_Lightning, "Lightning target enemy, works with RainHeavy weather.");
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}
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bool CustomWeather::NeedStatusDraw() const
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{
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return f_Enabled;
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}
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void CustomWeather::DrawStatus()
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{
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ImGui::Text("Custom Weather");
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if (f_Lightning)
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ImGui::Text("Lightning");
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}
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CustomWeather& CustomWeather::GetInstance()
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{
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static CustomWeather instance;
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return instance;
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}
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void CustomWeather::OnGameUpdate()
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{
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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 Enviro = app::EnviroSky_get_Instance(nullptr);
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if (Enviro != nullptr) {
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app::EnviroSky_ChangeWeather(Enviro, string_to_il2cppi(GetWeather()), 1, 1, nullptr);
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if (f_Lightning && current_weather == 4) {
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auto& manager = game::EntityManager::instance();
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for (auto& Monsters : manager.entities(game::filters::combined::Monsters)) {
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if (manager.avatar()->distance(Monsters) >= 30)
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continue;
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for (auto& entity : manager.entities(game::filters::combined::Lightning)) {
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entity->setRelativePosition(Monsters->relativePosition());
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}
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}
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}
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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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28
cheat-library/src/user/cheat/world/CustomWeather.h
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28
cheat-library/src/user/cheat/world/CustomWeather.h
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@ -0,0 +1,28 @@
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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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class CustomWeather : 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<config::Toggle<Hotkey>> f_Lightning;
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static CustomWeather& GetInstance();
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const FeatureGUIInfo& GetGUIInfo() const override;
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void DrawMain() 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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int current_weather;
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std::string GetWeather();
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SafeQueue<uint32_t> toBeUpdate;
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SafeValue<int64_t> nextUpdate;
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int f_DelayUpdate = 1;
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void OnGameUpdate();
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CustomWeather();
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};
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}
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