From e467bb596cdd65c629a934ceb478a19679fe4625 Mon Sep 17 00:00:00 2001 From: Joaquin <67109235+Taiga74164@users.noreply.github.com> Date: Tue, 6 Sep 2022 00:48:48 -0600 Subject: [PATCH] Added delay with SetCollider to avoid FPS drop, Changed invalid checksum message Since people are still downloading the wrong version. Hopefully this will help them understand --- cheat-library/src/framework/il2cpp-init.cpp | 4 ++-- cheat-library/src/user/cheat/world/MobVacuum.cpp | 4 ++++ 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/cheat-library/src/framework/il2cpp-init.cpp b/cheat-library/src/framework/il2cpp-init.cpp index 9554aab..8e94254 100644 --- a/cheat-library/src/framework/il2cpp-init.cpp +++ b/cheat-library/src/framework/il2cpp-init.cpp @@ -145,13 +145,13 @@ bool IsStaticCheckSumValid() if (!scanner.IsValidModuleHash(moduleName, checksumData)) { - LOG_WARNING("Seems like assembly checksum don't match with version %s. It's normal only if you using Chinese version of genshin impact.", version.c_str()); + LOG_WARNING("Seems like assembly checksum don't match with version %s. Either your game isn't updated or you downloaded the wrong version of Akebi", version.c_str()); + system("pause"); return false; } checksumTimestamps.value()[moduleName] = scanner.GetModuleTimestamp(moduleName); } - //std::system("pause"); checksumTimestamps.FireChanged(); return true; diff --git a/cheat-library/src/user/cheat/world/MobVacuum.cpp b/cheat-library/src/user/cheat/world/MobVacuum.cpp index f04ac30..b34d3ba 100644 --- a/cheat-library/src/user/cheat/world/MobVacuum.cpp +++ b/cheat-library/src/user/cheat/world/MobVacuum.cpp @@ -148,6 +148,8 @@ namespace cheat::feature // Taiga#5555: There might be an in-game function for this already I'm just not sure which one void SetMonsterCollider(bool v) { + UPDATE_DELAY(300); + auto monsterRoot = app::GameObject_Find(string_to_il2cppi("/EntityRoot/MonsterRoot"), nullptr); if (monsterRoot != nullptr) { @@ -160,6 +162,8 @@ namespace cheat::feature auto monsterTransform = app::GameObject_GetComponentByName(monsterGameObject, string_to_il2cppi("Transform"), nullptr); auto transformChild = app::Transform_GetChild(reinterpret_cast(monsterTransform), 1, nullptr); auto colliderGameObject = app::Component_1_get_gameObject(reinterpret_cast(transformChild), nullptr); + if (app::GameObject_get_active(colliderGameObject, nullptr) == v) + continue; app::GameObject_SetActive(colliderGameObject, v, nullptr); } }