Added new option for fall control
This commit is contained in:
parent
d97e2c449d
commit
c108adf2e7
@ -20,6 +20,7 @@
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<ClInclude Include="src\user\cheat\misc\sniffer\pipe\messages\PipePacketData.h" />
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<ClInclude Include="src\user\cheat\misc\sniffer\pipe\messages\PipePacketData.h" />
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<ClInclude Include="src\user\cheat\misc\sniffer\pipe\PipeClient.h" />
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<ClInclude Include="src\user\cheat\misc\sniffer\pipe\PipeClient.h" />
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<ClInclude Include="src\user\cheat\misc\sniffer\pipe\PipeIO.h" />
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<ClInclude Include="src\user\cheat\misc\sniffer\pipe\PipeIO.h" />
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<ClInclude Include="src\user\cheat\player\FallControl.h" />
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<ClInclude Include="src\user\cheat\visuals\TextureChanger.h" />
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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\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\AutoSeelie.h" />
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@ -110,6 +111,7 @@
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<ClCompile Include="src\user\cheat\misc\sniffer\pipe\messages\PipePacketData.cpp" />
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<ClCompile Include="src\user\cheat\misc\sniffer\pipe\messages\PipePacketData.cpp" />
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<ClCompile Include="src\user\cheat\misc\sniffer\pipe\PipeClient.cpp" />
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<ClCompile Include="src\user\cheat\misc\sniffer\pipe\PipeClient.cpp" />
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<ClCompile Include="src\user\cheat\misc\sniffer\pipe\PipeIO.cpp" />
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<ClCompile Include="src\user\cheat\misc\sniffer\pipe\PipeIO.cpp" />
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<ClCompile Include="src\user\cheat\player\FallControl.cpp" />
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<ClCompile Include="src\user\cheat\visuals\TextureChanger.cpp" />
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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\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\AutoSeelie.cpp" />
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@ -246,6 +246,9 @@
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<ClInclude Include="src\user\cheat\visuals\FreeCamera.h">
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<ClInclude Include="src\user\cheat\visuals\FreeCamera.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="src\user\cheat\player\FallControl.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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<ItemGroup>
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<ItemGroup>
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<Font Include="res\Ruda-Bold.ttf" />
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<Font Include="res\Ruda-Bold.ttf" />
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@ -450,6 +453,9 @@
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<ClCompile Include="src\user\cheat\visuals\FreeCamera.cpp">
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<ClCompile Include="src\user\cheat\visuals\FreeCamera.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\user\cheat\player\FallControl.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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<ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="res\res.rc">
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<ResourceCompile Include="res\res.rc">
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@ -53,6 +53,7 @@
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#include <cheat/visuals/EnablePeaking.h>
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#include <cheat/visuals/EnablePeaking.h>
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#include <cheat/visuals/TextureChanger.h>
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#include <cheat/visuals/TextureChanger.h>
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#include <cheat/visuals/FreeCamera.h>
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#include <cheat/visuals/FreeCamera.h>
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#include <cheat/player/FallControl.h>
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#include "GenshinCM.h"
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#include "GenshinCM.h"
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@ -82,6 +83,7 @@ namespace cheat
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FEAT_INST(NoCD),
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FEAT_INST(NoCD),
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FEAT_INST(NoClip),
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FEAT_INST(NoClip),
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FEAT_INST(RapidFire),
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FEAT_INST(RapidFire),
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FEAT_INST(FallControl),
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FEAT_INST(AutoLoot),
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FEAT_INST(AutoLoot),
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FEAT_INST(AutoTreeFarm),
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FEAT_INST(AutoTreeFarm),
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122
cheat-library/src/user/cheat/player/FallControl.cpp
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122
cheat-library/src/user/cheat/player/FallControl.cpp
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@ -0,0 +1,122 @@
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#include "pch-il2cpp.h"
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#include "FallControl.h"
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#include <cheat/events.h>
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#include <cheat/game/EntityManager.h>
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namespace cheat::feature
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{
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bool FallControl::isFalling = false;
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FallControl::FallControl() : Feature(),
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NF(f_Enabled, "Fall Control", "FallControl", false),
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NF(f_Speed, "Speed", "FallControl", 1.0f)
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{
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events::GameUpdateEvent += MY_METHOD_HANDLER(FallControl::OnGameUpdate);
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events::MoveSyncEvent += MY_METHOD_HANDLER(FallControl::OnMoveSync);
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}
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const FeatureGUIInfo& cheat::feature::FallControl::GetGUIInfo() const
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{
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static const FeatureGUIInfo info{ "Fall-Control", "Player", true };
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return info;
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}
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void cheat::feature::FallControl::DrawMain()
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{
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ConfigWidget("Enabled", f_Enabled, "Enables fall control");
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ConfigWidget("Speed", f_Speed, 0.1f, 5.0f, 10.0f, "Movement speed when using fall control");
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}
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bool cheat::feature::FallControl::NeedStatusDraw() const
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{
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return f_Enabled;
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}
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void cheat::feature::FallControl::DrawStatus()
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{
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ImGui::Text("Fall Control [%.1f]", f_Speed.value());
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}
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FallControl& cheat::feature::FallControl::GetInstance()
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{
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static FallControl instance;
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return instance;
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}
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// Fall control update function
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// Detects and moves avatar when movement keys are pressed.
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void FallControl::OnGameUpdate()
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{
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if (!f_Enabled || !isFalling)
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return;
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auto& manager = game::EntityManager::instance();
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const auto avatarEntity = manager.avatar();
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app::Vector3 direction = {};
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if (Hotkey('W').IsPressed())
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direction = direction + avatarEntity->forward();
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if (Hotkey('S').IsPressed())
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direction = direction + avatarEntity->back();
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if (Hotkey('D').IsPressed())
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direction = direction + avatarEntity->right();
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if (Hotkey('A').IsPressed())
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direction = direction + avatarEntity->left();
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if (IsVectorZero(direction))
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return;
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auto rigidBody = avatarEntity->rigidbody();
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if (rigidBody == nullptr)
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return;
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// // Alternative, using set_velocity. Does not work while falling?
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// const float speed = f_Speed.value();
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// const auto currentVelocity = app::Rigidbody_get_velocity(rigidBody, nullptr);
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// const auto desiredvelocity = currentVelocity + direction * speed;
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// LOG_DEBUG("Current velocity: [%.1f,%.1f,%.1f]", desiredvelocity.x, desiredvelocity.y, desiredvelocity.z);
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// app::Rigidbody_set_velocity(rigidBody, desiredvelocity, nullptr);
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const app::Vector3 prevPos = avatarEntity->relativePosition();
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const auto currentVelocity = app::Rigidbody_get_velocity(rigidBody, nullptr);
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const float speed = f_Speed.value();
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const float deltaTime = app::Time_get_deltaTime(nullptr);
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const app::Vector3 newPos = prevPos + (currentVelocity + direction * speed) * deltaTime;
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// const auto debugvel = (currentVelocity + direction * speed);
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// LOG_DEBUG("PrevPos: [%.1f,%.1f,%.1f]", prevPos.x, prevPos.y, prevPos.z);
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// LOG_DEBUG("delta time: %f", deltaTime);
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// LOG_DEBUG("currentVelocity: [%.1f,%.1f,%.1f]", currentVelocity.x, currentVelocity.y, currentVelocity.z);
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// LOG_DEBUG("direction: [%.1f,%.1f,%.1f]", direction.x, direction.y, direction.z);
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// LOG_DEBUG("(currentVelocity + direction * speed): [%.1f,%.1f,%.1f]\n", debugvel.x, debugvel.y, debugvel.z);
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avatarEntity->setRelativePosition(newPos);
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}
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// Detects when player is falling and enables the FallControl cheat
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void FallControl::OnMoveSync(uint32_t entityId, app::MotionInfo* syncInfo)
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{
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if (!f_Enabled) {
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// Edgecase for when you turn off cheat while falling
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isFalling = false;
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return;
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}
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const auto motionState = syncInfo->fields.motionState;
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switch (motionState)
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{
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// These states tell us we are falling
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case app::MotionState__Enum::MotionDrop:
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isFalling = true;
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return;
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// State that doesn't tell us anything
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case app::MotionState__Enum::MotionStandby:
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case app::MotionState__Enum::MotionNotify:
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return;
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// We are not falling
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default:
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isFalling = false;
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break;
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}
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}
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}
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32
cheat-library/src/user/cheat/player/FallControl.h
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32
cheat-library/src/user/cheat/player/FallControl.h
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@ -0,0 +1,32 @@
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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 <il2cpp-appdata.h>
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namespace cheat::feature
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{
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class FallControl : 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<float> f_Speed;
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static FallControl& GetInstance();
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// Inherited via Feature
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virtual const FeatureGUIInfo& GetGUIInfo() const override;
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virtual 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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void OnMoveSync(uint32_t entityId, app::MotionInfo* syncInfo);
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private:
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FallControl();
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static bool isFalling;
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};
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}
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