Fixed enemies not freezing(elemental reaction)
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1f9d79d207
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a13bde4367
@ -346,6 +346,7 @@ DO_APP_FUNC(0x0579EB00, int32_t, Screen_get_height, (MethodInfo* method));
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DO_APP_FUNC(0x05822EE0, void, Animator_Play, (Animator* __this, String* stateName, int32_t layer, float normalizedTime, MethodInfo* method));
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DO_APP_FUNC(0x05823060, void, Animator_Rebind, (Animator* __this, MethodInfo* method));
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DO_APP_FUNC(0x058235C0, float, Animator_get_speed, (Animator* __this, MethodInfo* method));
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DO_APP_FUNC(0x058236F0, void, Animator_set_speed, (Animator* __this, float value, MethodInfo* method));
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DO_APP_FUNC(0x058AE2D0, bool, Behaviour_get_isActiveAndEnabled, (Behaviour* __this, MethodInfo* method));
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@ -9,6 +9,7 @@
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namespace cheat::feature
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{
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static bool change = false;
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FreezeEnemies::FreezeEnemies() : Feature(),
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NF(f_Enabled, "Freeze Enemies", "FreezeEnemies", false)
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@ -61,11 +62,16 @@ namespace cheat::feature
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//LOG_DEBUG("%s", magic_enum::enum_name(constraints).data());
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app::Rigidbody_set_constraints(rigidBody, app::RigidbodyConstraints__Enum::FreezeAll, nullptr);
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app::Animator_set_speed(animator, 0.f, nullptr);
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change = false;
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}
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else
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{
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app::Rigidbody_set_constraints(rigidBody, app::RigidbodyConstraints__Enum::FreezeRotation, nullptr);
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app::Animator_set_speed(animator, 1.f, nullptr);
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if (!change)
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{
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app::Animator_set_speed(animator, 1.f, nullptr);
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change = true;
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}
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}
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}
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}
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