Merge pull request #596 from WitchGod/master

RF alt, hooked to FireBeingHit instead of DoHitEntity.
This commit is contained in:
Taiga 2022-08-30 12:13:54 -06:00 committed by GitHub
commit b4900a1f42
3 changed files with 66 additions and 30 deletions

View File

@ -7,12 +7,11 @@
namespace cheat::feature
{
GodMode::GodMode() : Feature(),
NFEX(f_Enabled, "God mode", "m_GodMode", "Player", false, false),
NF(f_AltGodMode, "Alternative God Mode", "Player", false)
NFEX(f_Enabled, "God mode", "m_GodMode", "Player", false, false)
{
HookManager::install(app::VCHumanoidMove_NotifyLandVelocity, VCHumanoidMove_NotifyLandVelocity_Hook);
HookManager::install(app::Miscs_CheckTargetAttackable, Miscs_CheckTargetAttackable_Hook);
HookManager::install(app::MoleMole_LCBaseCombat_FireBeingHitEvent, LCBaseCombat_FireBeingHitEvent_Hook);
//HookManager::install(app::MoleMole_LCBaseCombat_FireBeingHitEvent, LCBaseCombat_FireBeingHitEvent_Hook);
HookManager::install(app::MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp, MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp_Hook);
}
@ -24,24 +23,17 @@ namespace cheat::feature
void GodMode::DrawMain()
{
ConfigWidget("God Mode", f_Enabled,
"Enables god mode, i.e. no incoming damage.\n" \
"May not work with some types of damage.");
ImGui::Indent();
ConfigWidget("Alternative God Mode", f_AltGodMode,
"Alternative god mode that ignores incoming damage\n" \
"including environmental damage.");
ImGui::Unindent();
ConfigWidget("God Mode", f_Enabled, "Enables god mode, i.e. no incoming damage including environmental damage.\n");
}
bool GodMode::NeedStatusDraw() const
{
return f_Enabled || f_AltGodMode;
return f_Enabled;
}
void GodMode::DrawStatus()
{
ImGui::Text("God Mode%s", f_AltGodMode ? "+Alt " : " ");
ImGui::Text("God Mode");
}
GodMode& GodMode::GetInstance()
@ -68,7 +60,7 @@ namespace cheat::feature
void GodMode::VCHumanoidMove_NotifyLandVelocity_Hook(app::VCHumanoidMove* __this, app::Vector3 velocity, float reachMaxDownVelocityTime, MethodInfo* method)
{
auto& gm = GodMode::GetInstance();
if ((gm.f_Enabled || gm.f_AltGodMode) && -velocity.y > 13)
if (gm.f_Enabled && -velocity.y > 13)
{
float randAdd = (float)(std::rand() % 1000) / 1000;
velocity.y = -8 - randAdd;
@ -79,15 +71,15 @@ namespace cheat::feature
}
// Analog function for disable attack damage (Thanks to Taiga74164)
void GodMode::LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method)
{
auto& gm = GodMode::GetInstance();
auto& manager = game::EntityManager::instance();
if (gm.f_AltGodMode && manager.avatar()->runtimeID() == attackeeRuntimeID)
return;
//void GodMode::LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method)
//{
// auto& gm = GodMode::GetInstance();
// auto& manager = game::EntityManager::instance();
// if (gm.f_AltGodMode && manager.avatar()->runtimeID() == attackeeRuntimeID)
// return;
CALL_ORIGIN(LCBaseCombat_FireBeingHitEvent_Hook, __this, attackeeRuntimeID, attackResult, method);
}
// CALL_ORIGIN(LCBaseCombat_FireBeingHitEvent_Hook, __this, attackeeRuntimeID, attackResult, method);
//}
// Environmental damage immunity (Thanks to RELOADED#7236 / GitHub: @34736384)
bool GodMode::MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp_Hook(app::ActorAbilityPlugin* __this, float delay, app::Object* arg, MethodInfo* method)
@ -100,7 +92,7 @@ namespace cheat::feature
bool GodMode::NeedBlockHanlerModifierThinkTimeUp(app::Object* arg)
{
if (!f_AltGodMode)
if (!f_Enabled)
return false;
auto actorModifier = CastTo<app::MoleMole_ActorModifier>(arg, *app::MoleMole_ActorModifier__TypeInfo);

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@ -9,7 +9,6 @@ namespace cheat::feature
{
public:
config::Field<config::Toggle<Hotkey>> f_Enabled;
config::Field<config::Toggle<Hotkey>> f_AltGodMode;
static GodMode& GetInstance();
@ -24,7 +23,7 @@ namespace cheat::feature
bool NeedBlockHanlerModifierThinkTimeUp(app::Object* arg);
static bool MoleMole_ActorAbilityPlugin_HanlderModifierThinkTimerUp_Hook(app::ActorAbilityPlugin* __this, float delay, app::Object* arg, MethodInfo* method);
static void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method);
//static void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method);
static void VCHumanoidMove_NotifyLandVelocity_Hook(app::VCHumanoidMove* __this, app::Vector3 velocity, float reachMaxDownVelocityTime, MethodInfo* method);
static bool Miscs_CheckTargetAttackable_Hook(app::BaseEntity* attacker, app::BaseEntity* target, MethodInfo* method);

View File

@ -8,11 +8,11 @@
namespace cheat::feature
{
static void LCBaseCombat_DoHitEntity_Hook(app::LCBaseCombat* __this, uint32_t targetID, app::AttackResult* attackResult,
bool ignoreCheckCanBeHitInMP, MethodInfo* method);
//static void LCBaseCombat_DoHitEntity_Hook(app::LCBaseCombat* __this, uint32_t targetID, app::AttackResult* attackResult, bool ignoreCheckCanBeHitInMP, MethodInfo* method);
static void VCAnimatorEvent_HandleProcessItem_Hook(app::MoleMole_VCAnimatorEvent* __this,
app::MoleMole_VCAnimatorEvent_MoleMole_VCAnimatorEvent_AnimatorEventPatternProcessItem* processItem,
app::AnimatorStateInfo processStateInfo, app::MoleMole_VCAnimatorEvent_MoleMole_VCAnimatorEvent_TriggerMode__Enum mode, MethodInfo* method);
static void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method);
RapidFire::RapidFire() : Feature(),
NF(f_Enabled, "Attack Multiplier", "RapidFire", false),
@ -26,8 +26,9 @@ namespace cheat::feature
NF(f_MultiTargetRadius, "Multi-target Radius", "RapidFire", 20.0f),
NF(f_MultiAnimation, "Multi-animation", "RapidFire", false)
{
HookManager::install(app::MoleMole_LCBaseCombat_DoHitEntity, LCBaseCombat_DoHitEntity_Hook);
// HookManager::install(app::MoleMole_LCBaseCombat_DoHitEntity, LCBaseCombat_DoHitEntity_Hook); -- Looks like FireBeingHitEvent is superior to this.
HookManager::install(app::MoleMole_VCAnimatorEvent_HandleProcessItem, VCAnimatorEvent_HandleProcessItem_Hook);
HookManager::install(app::MoleMole_LCBaseCombat_FireBeingHitEvent, LCBaseCombat_FireBeingHitEvent_Hook);
}
const FeatureGUIInfo& RapidFire::GetGUIInfo() const
@ -223,8 +224,7 @@ namespace cheat::feature
// Raises when any entity do hit event.
// Just recall attack few times (regulating by combatProp)
// It's not tested well, so, I think, anticheat can detect it.
static void LCBaseCombat_DoHitEntity_Hook(app::LCBaseCombat* __this, uint32_t targetID, app::AttackResult* attackResult,
bool ignoreCheckCanBeHitInMP, MethodInfo* method)
/*static void LCBaseCombat_DoHitEntity_Hook(app::LCBaseCombat* __this, uint32_t targetID, app::AttackResult* attackResult, bool ignoreCheckCanBeHitInMP, MethodInfo* method)
{
auto attacker = game::Entity(__this->fields._._._entity);
RapidFire& rapidFire = RapidFire::GetInstance();
@ -273,6 +273,51 @@ namespace cheat::feature
}
CALL_ORIGIN(LCBaseCombat_DoHitEntity_Hook, __this, targetID, attackResult, ignoreCheckCanBeHitInMP, method);
}*/
static void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method)
{
auto attacker = game::Entity(__this->fields._._._entity);
RapidFire& rapidFire = RapidFire::GetInstance();
if (!IsConfigByAvatar(attacker) || !IsAttackByAvatar(attacker) || !rapidFire.f_Enabled)
return CALL_ORIGIN(LCBaseCombat_FireBeingHitEvent_Hook, __this, attackeeRuntimeID, attackResult, method);
auto& manager = game::EntityManager::instance();
auto originalTarget = manager.entity(attackeeRuntimeID);
if (!IsValidByFilter(originalTarget))
return CALL_ORIGIN(LCBaseCombat_FireBeingHitEvent_Hook, __this, attackeeRuntimeID, attackResult, method);
std::vector<cheat::game::Entity*> validEntities;
validEntities.push_back(originalTarget);
if (rapidFire.f_MultiTarget)
{
auto filteredEntities = manager.entities();
for (const auto& entity : filteredEntities) {
auto distance = originalTarget->distance(entity);
if (entity->runtimeID() == manager.avatar()->runtimeID())
continue;
if (entity->runtimeID() == attackeeRuntimeID)
continue;
if (distance > rapidFire.f_MultiTargetRadius)
continue;
if (!IsValidByFilter(entity))
continue;
validEntities.push_back(entity);
}
}
for (const auto& entity : validEntities) {
int attackCount = rapidFire.f_MultiHit ? rapidFire.GetAttackCount(__this, entity->runtimeID(), attackResult) : 1;
for (int i = 0; i < attackCount; i++)
CALL_ORIGIN(LCBaseCombat_FireBeingHitEvent_Hook, __this, entity->runtimeID(), attackResult, method);
}
}
static void VCAnimatorEvent_HandleProcessItem_Hook(app::MoleMole_VCAnimatorEvent* __this,