No more hardcoding Animations

This commit is contained in:
Joaquin 2022-09-14 07:42:28 -06:00
parent 6e7424c39e
commit a55d0948ea

View File

@ -8,236 +8,18 @@
namespace cheat::feature
{
static std::string animations[] = {
// All characters
"SlipFaceWall",
"SlipBackWall",
"DropDown",
"JumpOffWall",
"Jump",
"JumpForRun",
"JumpForWalk",
"Fly",
"FlyStart",
"JumpForSprint",
"SwimIdle",
"SwimMove",
"SwimDash",
"ClimbMove1",
"ClimbIdle",
"ClimbJump",
"ClimbMove0",
"FallToGroundRun",
"FallOnGroundLit",
"FallOnGround",
"FallToGroundRunHard",
"FallToGroundSprint",
"Walk",
"Run",
"Standby",
"RunToIdle",
"RunToWalk",
"WalkToIdle",
"WalkToRun",
"Sprint",
"SprintToIdle",
"SprintToRun",
"ClimbDownToGround",
"SprintBS",
"ShowUp",
"CrouchToStandby",
"CrouchIdle",
"CrouchRoll",
"CrouchMove",
"SkiffNormal",
"Upstairs",
"JumpUpWallForStandby",
"JumpUpWallReady",
"Standby2ClimbA",
"SwimJump",
"SwimJumpDrop",
"SwimJumpToWater",
"Standby2ClimbB",
"CrouchDrop",
"TurnDir",
"StandbyWeapon",
"StandbyPutaway",
"StandbyPutawayOver",
"Icespine_Out",
"Icespine",
"LiquidStrike_MoveStandby",
"LiquidStrike_AS",
"LiquidStrike_BS",
"LiquidStrike_BS1",
"LiquidStrike_Move",
"LiquidStrike_Strike",
"LiquidStrike_FatalStandby",
"LiquidStrike_FatalMove",
"LiquidStrike_AS_OnWater",
"LiquidStrike_BS_0",
"FrozenWindmill",
"FrozenWindmill_AS",
"Attack03",
"Attack04",
"Attack05",
"Attack06",
"Attack01",
"Attack02",
"ExtraAttack",
"ExtraAttack_AS",
"ExtraAttack_BS",
"Katana_Attack03",
"Katana_Attack04",
"Katana_Attack02",
"Katana_Attack01",
"Katana_Attack05",
"FallingAnthem_Loop",
"FallingAnthem_AS_2",
"FallingAnthem_BS_1",
"FallingAnthem_BS_2",
"FallingAnthem_AS_1",
"FallingAnthem_Loop_Low",
"SitBDown",
"SitBLoop",
"SitBUp",
"SitDown",
"SitLoop",
"SitUp",
"StandbyShow_01",
"StandbyShow_02",
"StandbyVoice",
"Think01BS",
"Think01Loop",
"Think01AS",
"Akimbo02BS",
"Akimbo02Loop",
"Akimbo02AS",
"ChannelBS",
"ChannelLoop",
"ChannelAS",
"PlayMusic_Lyre_AS",
"PlayMusic_Lyre_BS",
"PlayMusic_Lyre_Loop",
"PlayMusic_Qin_BS",
"PlayMusic_Qin_AS",
"PlayMusic_Qin_Loop",
"PlayMusic_Drum_BS",
"PlayMusic_Drum_AS",
"PlayMusic_Drum_Loop",
"ActivitySkill_ElectricCoreFly",
"ActivitySkill_GrapplingHook",
"Hit_H",
"Hit_L",
"Hit_Throw",
"Hit_Throw_Ground",
"Hit_ThrowAir",
"Struggle",
"NormalDie",
"SwimDie",
"HitGroundDie",
"FallDie_AS",
"FallDie",
// Main Character only
"UziExplode_AS",
"UziExplode_BS",
"UziExplode_Charge_01",
"UziExplode_Strike_02",
"UziExplode_Charge_02",
"UziExplode_Strike_01",
"UziExplode_BS_1",
"WindBreathe_AS",
"WindBreathe",
"Hogyoku_AS",
"Hogyoku_BS",
"Hogyoku",
"Hogyoku_Charge",
"Hogyoku_Charge_AS",
"Hogyoku_Charge_2",
"RockTide_AS",
"RockTide",
"CrouchThrowBS",
"CrouchThrowLoop",
"CrouchThrowAS",
"FindCatThrowBS",
"FindCatThrowLoop",
"FindCatThrowAS",
"Player_Electric_ElementalArt",
"Player_Electric_ElementalArt_AS",
"Player_Electric_ElementalBurst",
"Player_Electric_ElementalBurst_AS",
"PutHand01BS",
"PutHand01Loop",
"PutHand01AS",
"Akimbo01BS",
"Backrake01BS",
"Forerake01BS",
"StrikeChest01BS",
"Akimbo01Loop",
"Akimbo01AS",
"Backrake01Loop",
"Backrake01AS",
"Forerake01Loop",
"Forerake01AS",
"StrikeChest01Loop",
"StrikeChest01AS",
"HoldHead01BS",
"HoldHead01Loop",
"HoldHead01AS",
"Clap01",
"Turn01_90LBS",
"Turn01_90RBS",
"Turn01_90LAS",
"Turn01_90RAS",
"Alert01BS",
"Alert01Loop",
"Alert01AS",
"Fishing01_BS",
"Fishing01Loop",
"Fishing01AS",
"Think01_BS",
"Think01_Loop",
"Think01_AS",
"Channel01BS",
"Channel01Loop",
"Channel01AS",
"Fishing_Battle_BS",
"Fishing_Cast_AS",
"Fishing_Cast_BS",
"Fishing_Cast_Loop",
"Fishing_Choose",
"Fishing_Choose_Loop",
"Fishing_End",
"Fishing_Pull_01",
"Fishing_Pull_02",
"Fishing_Wait",
"Fishing_Pull_Fail",
"Bartender_MixingStandby",
"Bartender_MixingStart",
"Bartender_MixingToPour",
"Bartender_Pour",
"Bartender_PourFinish",
"Bartender_PourStandby",
"Bartender_AddLoop",
"Bartender_PrepareStart",
"Bartender_Standby",
"Bartender_AddStandby",
"Bartender_PrepareToStandby",
"Bartender_StandbyFinish",
"Blocking_BS",
"Blocking_Loop",
"Blocking_Back",
"Blocking_Bounce",
"Blocking_Hit",
"Blocking_AS"
};
static bool onEntityAppear = false;
static void MoleMole_PlayerModule_EntityAppear_Hook(app::MoleMole_PlayerModule* __this, app::Proto_SceneEntityInfo* entity, app::VisionType__Enum type, uint32_t infoParam, MethodInfo* method);
std::vector<std::string> animations;
AnimationChanger::AnimationChanger() : Feature(),
NF(f_Enabled, "Animation Changer", "Visuals::AnimationChanger", false),
NF(f_Animation, "Animation", "Visuals::AnimationChanger", "ExtraAttack"),
NF(f_Animation, "Animation", "Visuals::AnimationChanger", "Attack01"),
NF(f_ApplyKey, "Apply Animation", "Visuals::AnimationChanger", Hotkey('Y')),
NF(f_ResetKey, "Reset Animation", "Visuals::AnimationChanger", Hotkey('R')),
NF(f_Delay, "Repeat Delay", "Visuals::AnimationChanger", 400)
{
HookManager::install(app::MoleMole_PlayerModule_EntityAppear, MoleMole_PlayerModule_EntityAppear_Hook);
events::GameUpdateEvent += MY_METHOD_HANDLER(AnimationChanger::OnGameUpdate);
}
@ -292,6 +74,14 @@ namespace cheat::feature
return instance;
}
// Taiga#5555: Called when you switch characters. Feel free to get rid of this hook if you find a better function.
static void MoleMole_PlayerModule_EntityAppear_Hook(app::MoleMole_PlayerModule* __this, app::Proto_SceneEntityInfo* entity, app::VisionType__Enum type, uint32_t infoParam, MethodInfo* method)
{
CALL_ORIGIN(MoleMole_PlayerModule_EntityAppear_Hook, __this, entity, type, infoParam, method);
onEntityAppear = false;
}
// Feel free to refactor.
void AnimationChanger::OnGameUpdate()
{
if (!f_Enabled)
@ -304,6 +94,40 @@ namespace cheat::feature
if (avatar->animator() == nullptr)
return;
auto avatarName = avatar->name();
std::string objectName = il2cppi_to_string(app::Object_1_get_name(reinterpret_cast<app::Object_1*>(avatar->gameObject()), nullptr)).c_str();
auto gameObj = app::GameObject_Find(string_to_il2cppi("EntityRoot/AvatarRoot/" + avatarName.substr(0, avatarName.find_first_of(" ")) + "/OffsetDummy/" + objectName.c_str()), nullptr);
if (gameObj == nullptr)
return;
auto acComponent = app::GameObject_GetComponentByName(gameObj, string_to_il2cppi("AnimatorController"), nullptr);
if (acComponent == nullptr)
return;
auto stateNamesArray = reinterpret_cast<app::AnimatorController*>(acComponent)->fields._stateNames;
static bool isFull = false;
for (int i = 0; i < stateNamesArray->max_length && !isFull; i++)
{
if (animations.size() == stateNamesArray->max_length)
{
std::sort(animations.begin(), animations.end());
animations.erase(unique(animations.begin(), animations.end()), animations.end());
isFull = true;
continue;
}
animations.push_back(il2cppi_to_string(stateNamesArray->vector[i]).c_str());
}
if (!onEntityAppear && isFull)
{
animations.clear();
isFull = false;
onEntityAppear = true;
}
if (f_ApplyKey.value().IsPressed())
app::Animator_Play(avatar->animator(), string_to_il2cppi(f_Animation.value().c_str()), 0, 0, nullptr);