Added VacuumLoot
based on @m0nkrel AutoSeelie
This commit is contained in:
parent
cca312a348
commit
a2f3d05e6f
@ -111,6 +111,7 @@
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<ClInclude Include="src\user\cheat\world\KillAura.h" />
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<ClInclude Include="src\user\cheat\world\MobVacuum.h" />
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<ClInclude Include="src\user\cheat\world\MusicEvent.h" />
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<ClInclude Include="src\user\cheat\world\VacuumLoot.h" />
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<ClInclude Include="src\user\main.h" />
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</ItemGroup>
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<ItemGroup>
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@ -211,6 +212,7 @@
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<ClCompile Include="src\user\cheat\world\KillAura.cpp" />
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<ClCompile Include="src\user\cheat\world\MobVacuum.cpp" />
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<ClCompile Include="src\user\cheat\world\MusicEvent.cpp" />
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<ClCompile Include="src\user\cheat\world\VacuumLoot.cpp" />
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<ClCompile Include="src\user\main.cpp" />
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</ItemGroup>
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<PropertyGroup>
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@ -240,6 +240,9 @@
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<ClInclude Include="src\user\cheat\world\AutoSeelie.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\user\cheat\world\VacuumLoot.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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@ -438,6 +441,9 @@
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<ClCompile Include="src\user\cheat\world\AutoSeelie.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\user\cheat\world\VacuumLoot.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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@ -28,6 +28,7 @@
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#include <cheat/world/AutoDestroy.h>
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#include <cheat/world/FakeTime.h>
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#include <cheat/world/AutoSeelie.h>
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#include <cheat/world/VacuumLoot.h>
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#include <cheat/teleport/ChestTeleport.h>
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#include <cheat/teleport/MapTeleport.h>
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@ -85,6 +86,7 @@ namespace cheat
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FEAT_INST(AutoTreeFarm),
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FEAT_INST(AutoDestroy),
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FEAT_INST(AutoSeelie),
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FEAT_INST(VacuumLoot),
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FEAT_INST(DialogSkip),
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FEAT_INST(DumbEnemies),
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FEAT_INST(ElementalSight),
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@ -10,7 +10,6 @@ namespace cheat::feature
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{
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AutoSeelie::AutoSeelie() : Feature(),
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NF(f_Enabled, "Auto follow seelie", "AutoSeelie", false)
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{
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events::GameUpdateEvent += MY_METHOD_HANDLER(AutoSeelie::OnGameUpdate);
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}
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@ -22,7 +21,7 @@ namespace cheat::feature
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void AutoSeelie::DrawMain()
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{
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ConfigWidget("Auto seelie", f_Enabled, "Auto follow seelie to it home");
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ConfigWidget("Auto seelie", f_Enabled, "Auto follow seelie to its home");
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ImGui::SameLine();
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ImGui::TextColored(ImColor(255, 165, 0, 255), "Don't work with Electro Seelies");
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}
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@ -58,7 +57,6 @@ namespace cheat::feature
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return false;
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}
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void AutoSeelie::OnGameUpdate()
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{
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if (!f_Enabled)
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93
cheat-library/src/user/cheat/world/VacuumLoot.cpp
Normal file
93
cheat-library/src/user/cheat/world/VacuumLoot.cpp
Normal file
@ -0,0 +1,93 @@
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#include "pch-il2cpp.h"
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#include "VacuumLoot.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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namespace cheat::feature
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{
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VacuumLoot::VacuumLoot() : Feature(),
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NF(f_Enabled, "Vacuum Loot", "VacuumLoot", false)
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{
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events::GameUpdateEvent += MY_METHOD_HANDLER(VacuumLoot::OnGameUpdate);
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}
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const FeatureGUIInfo& VacuumLoot::GetGUIInfo() const
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{
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static const FeatureGUIInfo info{ "", "World", true };
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return info;
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}
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void VacuumLoot::DrawMain()
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{
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ConfigWidget("Vacuum Loot", f_Enabled, "Vacuum Loot drops");
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}
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bool VacuumLoot::NeedStatusDraw() const
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{
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return f_Enabled;
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}
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void VacuumLoot::DrawStatus()
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{
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ImGui::Text ("VacuumLoot");
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}
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VacuumLoot& VacuumLoot::GetInstance()
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{
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static VacuumLoot instance;
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return instance;
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}
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bool VacuumLoot::IsEntityForVac(game::Entity* entity)
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{
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auto& manager = game::EntityManager::instance();
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auto distance = manager.avatar()->distance(entity);
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float radius = 100.0f;
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// TODO: Add more on the filter list in the future
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static std::vector<std::string> dropList
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{
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"SceneObj_DropItem",
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"SceneObj_Ore_Drop",
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"_Thundercrystaldrop",
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"Meat",
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"Fishmeat",
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"Equip_Sword",
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"Equip_Pole",
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"Equip_Bow",
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"Equip_Catalyst",
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"Equip_Claymore",
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"Eff_Animal"
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};
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for (auto& dropListNames : dropList)
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if (entity->name().find(dropListNames) != std::string::npos)
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return distance <= radius;
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return false;
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}
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void VacuumLoot::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 < nextTime)
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return;
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auto& manager = game::EntityManager::instance();
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auto avatarEntity = manager.avatar();
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for (const auto& entity : manager.entities())
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{
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if (!IsEntityForVac(entity))
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continue;
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entity->setRelativePosition(avatarEntity->relativePosition());
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}
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nextTime = currentTime + 1000;
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}
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}
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33
cheat-library/src/user/cheat/world/VacuumLoot.h
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33
cheat-library/src/user/cheat/world/VacuumLoot.h
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@ -0,0 +1,33 @@
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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/game/Entity.h>
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#include <cheat/game/filters.h>
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#include <il2cpp-appdata.h>
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namespace cheat::feature
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{
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class VacuumLoot : 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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static VacuumLoot& GetInstance();
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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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void OnGameUpdate();
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private:
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std::vector<game::IEntityFilter*> m_Filters;
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VacuumLoot();
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int nextTime{};
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bool IsEntityForVac(cheat::game::Entity* entity);
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};
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}
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