Fixed #537
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c8a4e1c840
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d2daa11a27
@ -8,43 +8,22 @@
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namespace cheat::feature
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{
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const char* WeatherType[]{ "ClearSky", "Cloudy", "Foggy", "Storm", "RainHeavy", "FountainRain", "SnowLight", "EastCoast" };
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std::string CustomWeather::GetWeather() {
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switch (current_weather)
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static std::map<CustomWeather::WeatherType, std::string> weather
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{
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case 0:
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return "Data/Environment/Weather/BigWorld/Weather_ClearSky";
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case 1:
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return "Data/Environment/Weather/BigWorld/Weather_Cloudy";
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case 2:
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return "Data/Environment/Weather/BigWorld/Weather_Foggy";
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case 3:
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return "Data/Environment/Weather/BigWorld/Weather_Storm";
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case 4:
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return "Data/Environment/Weather/BigWorld/Weather_Dq_Tabeisha_Rain_Heavy";
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case 5:
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return "Data/Environment/Weather/BigWorld/Weather_LY_Fountain_Rain";
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case 6:
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return "Data/Environment/Weather/BigWorld/Weather_Snowmountain_Snow_Light";
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case 7:
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return "Data/Environment/Weather/BigWorld/Weather_Snowmountain_EastCoast";
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default:
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return "Data/Environment/Weather/BigWorld/Weather_ClearSky";
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}
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}
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{ CustomWeather::WeatherType::ClearSky, "Data/Environment/Weather/BigWorld/Weather_ClearSky" },
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{ CustomWeather::WeatherType::Cloudy, "Data/Environment/Weather/BigWorld/Weather_Cloudy" },
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{ CustomWeather::WeatherType::Foggy, "Data/Environment/Weather/BigWorld/Weather_Foggy" },
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{ CustomWeather::WeatherType::Storm, "Data/Environment/Weather/BigWorld/Weather_Storm" },
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{ CustomWeather::WeatherType::RainHeavy, "Data/Environment/Weather/BigWorld/Weather_Dq_Tabeisha_Rain_Heavy" },
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{ CustomWeather::WeatherType::FountainRain, "Data/Environment/Weather/BigWorld/Weather_LY_Fountain_Rain" },
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{ CustomWeather::WeatherType::SnowLight, "Data/Environment/Weather/BigWorld/Weather_Snowmountain_Snow_Light" },
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{ CustomWeather::WeatherType::EastCoast, "Data/Environment/Weather/BigWorld/Weather_Snowmountain_EastCoast" },
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};
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CustomWeather::CustomWeather() : Feature(),
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NF(f_Enabled, "Custom Weather", "World", false),
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NF(f_Lightning, "Lightning", "World", false),
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toBeUpdate(), nextUpdate(0)
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NF(f_Enabled, "Custom Weather", "CustomWeather", false),
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NF(f_Lightning, "Lightning", "CustomWeather", false),
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NF(f_WeatherType, "WeatherType", "CustomWeather", CustomWeather::WeatherType::ClearSky)
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{
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events::GameUpdateEvent += MY_METHOD_HANDLER(CustomWeather::OnGameUpdate);
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}
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@ -58,9 +37,8 @@ namespace cheat::feature
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void CustomWeather::DrawMain()
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{
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ConfigWidget(f_Enabled, "Custom Weather.");
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if (f_Enabled) {
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ImGui::Combo(("Weather Type"), ¤t_weather, WeatherType, ARRAYSIZE(WeatherType));
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}
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if (f_Enabled)
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ConfigWidget(f_WeatherType, "Select weather type.");
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ConfigWidget(f_Lightning, "Lightning target enemy, works with RainHeavy weather.");
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}
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@ -87,28 +65,28 @@ namespace cheat::feature
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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 < nextUpdate)
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return;
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UPDATE_DELAY(100);
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auto Enviro = app::EnviroSky_get_Instance(nullptr);
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if (Enviro != nullptr) {
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app::EnviroSky_ChangeWeather(Enviro, string_to_il2cppi(GetWeather()), 1, 1, nullptr);
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if (Enviro != nullptr)
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{
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app::EnviroSky_ChangeWeather(Enviro, string_to_il2cppi(weather.at(f_WeatherType.value())), 1, 1, nullptr);
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if (f_Lightning && current_weather == 4) {
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if (f_Lightning && f_WeatherType.value() == CustomWeather::WeatherType::RainHeavy)
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{
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auto& manager = game::EntityManager::instance();
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for (auto& Monsters : manager.entities(game::filters::combined::Monsters)) {
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for (auto& Monsters : manager.entities(game::filters::combined::Monsters))
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{
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if (manager.avatar()->distance(Monsters) >= 30)
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continue;
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for (auto& entity : manager.entities(game::filters::combined::Lightning)) {
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for (auto& entity : manager.entities(game::filters::combined::Lightning))
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{
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entity->setRelativePosition(Monsters->relativePosition());
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}
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}
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}
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}
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nextUpdate = currentTime + (int)f_DelayUpdate;
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}
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}
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@ -1,27 +1,36 @@
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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-base/thread-safe.h>
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namespace cheat::feature
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{
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class CustomWeather : public Feature
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{
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public:
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enum class WeatherType
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{
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ClearSky,
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Cloudy,
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Foggy,
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Storm,
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RainHeavy,
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FountainRain,
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SnowLight,
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EastCoast,
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};
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config::Field<config::Toggle<Hotkey>> f_Enabled;
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config::Field<config::Toggle<Hotkey>> f_Lightning;
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config::Field<config::Enum<WeatherType>> f_WeatherType;
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static CustomWeather& GetInstance();
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const FeatureGUIInfo& GetGUIInfo() const override;
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void DrawMain() override;
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bool NeedStatusDraw() const override;
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void DrawStatus() override;
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private:
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int current_weather;
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std::string GetWeather();
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SafeQueue<uint32_t> toBeUpdate;
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SafeValue<int64_t> nextUpdate;
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int f_DelayUpdate = 1;
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void OnGameUpdate();
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CustomWeather();
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};
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