Configurable multi-animation and attack speed
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@ -14,6 +14,12 @@ namespace cheat::feature
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app::AnimatorStateInfo processStateInfo, app::MoleMole_VCAnimatorEvent_MoleMole_VCAnimatorEvent_TriggerMode__Enum mode, MethodInfo* method);
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static void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method);
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static int32_t attackTags[] = {
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1638193991, // Normal and Charged
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1498431743, // Plunge
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-584054938, 0, // Skill, Burst and Charged Bow Release
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};
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RapidFire::RapidFire() : Feature(),
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NF(f_Enabled, "Attack Multiplier", "RapidFire", false),
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NF(f_MultiHit, "Multi-hit", "RapidFire", false),
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@ -24,7 +30,12 @@ namespace cheat::feature
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NF(f_maxMultiplier, "Max Multiplier", "RapidFire", 3),
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NF(f_MultiTarget, "Multi-target", "RapidFire", false),
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NF(f_MultiTargetRadius, "Multi-target Radius", "RapidFire", 20.0f),
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NF(f_MultiAnimation, "Multi-animation", "RapidFire", false)
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NF(f_MultiAnimation, "Multi-animation", "RapidFire", false),
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NF(f_AnimationMultiplier, "Animation Multiplier", "RapidFire", 100),
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NF(f_AnimationState, "Animation State", "RapidFire", 0.5f),
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NF(f_AttackSpeed, "Attack Speed", "RapidFire", false),
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NF(f_SpeedMultiplier, "Speed Multiplier", "RapidFire", 1.5f),
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animationCounter(1)
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{
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// HookManager::install(app::MoleMole_LCBaseCombat_DoHitEntity, LCBaseCombat_DoHitEntity_Hook); -- Looks like FireBeingHitEvent is superior to this.
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HookManager::install(app::MoleMole_VCAnimatorEvent_HandleProcessItem, VCAnimatorEvent_HandleProcessItem_Hook);
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@ -85,29 +96,40 @@ namespace cheat::feature
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ConfigWidget("Multi-animation", f_MultiAnimation, "Enables multi-animation attacks.\n" \
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"Do keep in mind that the character's audio will also be spammed.");
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ConfigWidget("Animation Multiplier", f_AnimationMultiplier, 1, 1, 150, "Configure to how many times it will update the animation state.\n" \
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"Results can vary alongside Animation State");
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ConfigWidget("Animation State", f_AnimationState, 0.01f, 0.f, 2.f, "Animation state to replay.\n"\
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"Results can vary alongside Animation Multiplier");
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ConfigWidget("Attack Speed", f_AttackSpeed, "Enables fast animation attacks.\n");
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ConfigWidget("Speed Multiplier", f_SpeedMultiplier, 0.1f, 1.0f, 5.0f, "Attack speed multiplier.");
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}
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bool RapidFire::NeedStatusDraw() const
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{
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return f_Enabled && (f_MultiHit || f_MultiTarget || f_MultiAnimation);
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return (f_Enabled && (f_MultiHit || f_MultiTarget)) || f_MultiAnimation || f_AttackSpeed;
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}
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void RapidFire::DrawStatus()
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{
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if (f_MultiHit)
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{
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if (f_Randomize)
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ImGui::Text("Multi-Hit Random[%d|%d]", f_minMultiplier.value(), f_maxMultiplier.value());
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else if (f_OnePunch)
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ImGui::Text("Multi-Hit [OnePunch]");
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else
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ImGui::Text("Multi-Hit [%d]", f_Multiplier.value());
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if (f_Enabled) {
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ImGui::Text("Rapid Fire:");
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if (f_MultiHit)
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{
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if (f_Randomize)
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ImGui::Text("Multi-Hit Random[%d|%d]", f_minMultiplier.value(), f_maxMultiplier.value());
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else if (f_OnePunch)
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ImGui::Text("Multi-Hit [OnePunch]");
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else
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ImGui::Text("Multi-Hit [%d]", f_Multiplier.value());
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}
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if (f_MultiTarget)
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ImGui::Text("Multi-Target [%.01fm]", f_MultiTargetRadius.value());
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}
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if (f_MultiTarget)
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ImGui::Text("Multi-Target [%.01fm]", f_MultiTargetRadius.value());
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if (f_MultiAnimation)
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ImGui::Text("Multi-Animation");
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ImGui::Text("Multi-Animation [%d|%0.2f]", f_AnimationMultiplier.value(), f_AnimationState.value());
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if(f_AttackSpeed)
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ImGui::Text("Attack Speed [%0.1f]", f_SpeedMultiplier.value());
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}
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RapidFire& RapidFire::GetInstance()
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@ -116,7 +138,6 @@ namespace cheat::feature
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return instance;
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}
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int RapidFire::CalcCountToKill(float attackDamage, uint32_t targetID)
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{
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if (attackDamage == 0)
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@ -203,6 +224,7 @@ namespace cheat::feature
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return false;
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auto& manager = game::EntityManager::instance();
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auto patterID = manager.avatar()->combat()->monitor;
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auto avatarID = manager.avatar()->raw()->fields._configID_k__BackingField;
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auto attackerID = attacker.raw()->fields._configID_k__BackingField;
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// LOG_DEBUG("configID = %d", attackerID);
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@ -329,11 +351,30 @@ namespace cheat::feature
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{
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auto attacker = game::Entity(__this->fields._._._entity);
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RapidFire& rapidFire = RapidFire::GetInstance();
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bool isAttackAnimation = std::any_of(std::begin(attackTags), std::end(attackTags),
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[&](uint32_t tag) { return processStateInfo.m_Tag == tag; });
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bool isAttacking = IsAttackByAvatar(attacker) && isAttackAnimation;
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if (rapidFire.f_MultiAnimation && IsAttackByAvatar(attacker))
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processItem->fields.lastTime = 0;
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if (rapidFire.f_MultiAnimation && isAttacking)
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{
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// Set counter back to 1 when any new attack animation is invoked
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if (processStateInfo.m_NormalizedTime <= 0.01f)
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rapidFire.animationCounter = 1;
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if (rapidFire.animationCounter <= rapidFire.f_AnimationMultiplier)
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{
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// Can be configured up to 1.0 but 0.1 to 0.9 you can barely notice the difference
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// So 0 - 0.2 is enough.
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processItem->fields.lastTime = (rapidFire.f_AnimationState / 10);
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rapidFire.animationCounter++;
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}
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}
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if (rapidFire.f_AttackSpeed && isAttacking)
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app::Animator_set_speed(attacker.animator(), rapidFire.f_SpeedMultiplier, nullptr);
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else
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app::Animator_set_speed(attacker.animator(), processStateInfo.m_SpeedMultiplier, nullptr);
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CALL_ORIGIN(VCAnimatorEvent_HandleProcessItem_Hook, __this, processItem, processStateInfo, mode, method);
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}
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}
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}
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@ -6,7 +6,6 @@
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namespace cheat::feature
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{
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class RapidFire : public Feature
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{
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public:
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@ -20,6 +19,11 @@ namespace cheat::feature
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config::Field<config::Toggle<Hotkey>> f_MultiTarget;
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config::Field<float> f_MultiTargetRadius;
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config::Field<config::Toggle<Hotkey>> f_MultiAnimation;
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config::Field<int> f_AnimationMultiplier;
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config::Field<float> f_AnimationState;
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config::Field<config::Toggle<Hotkey>> f_AttackSpeed;
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config::Field<float> f_SpeedMultiplier;
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uint32_t animationCounter;
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static RapidFire& GetInstance();
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@ -36,3 +40,4 @@ namespace cheat::feature
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};
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}
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