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Akebi-GC3_0/cheat-library/src/user/cheat/player/GodMode.cpp

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2022-05-17 03:13:41 +03:00
#include "pch-il2cpp.h"
#include "GodMode.h"
#include <helpers.h>
#include <cheat/game/EntityManager.h>
namespace cheat::feature
{
static bool Miscs_CheckTargetAttackable_Hook(void* __this, app::BaseEntity* attacker, app::BaseEntity* target, MethodInfo* method);
static void VCHumanoidMove_NotifyLandVelocity_Hook(app::VCHumanoidMove* __this, app::Vector3 velocity, float reachMaxDownVelocityTime, MethodInfo* method);
GodMode::GodMode() : Feature(),
NFEX(f_Enabled, "God mode", "m_GodMode", "Player", false, false)
{
// HookManager::install(app::MoleMole_LCBaseCombat_FireBeingHitEvent, LCBaseCombat_FireBeingHitEvent_Hook);
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HookManager::install(app::VCHumanoidMove_NotifyLandVelocity, VCHumanoidMove_NotifyLandVelocity_Hook);
HookManager::install(app::Miscs_CheckTargetAttackable, Miscs_CheckTargetAttackable_Hook);
}
const FeatureGUIInfo& GodMode::GetGUIInfo() const
{
static const FeatureGUIInfo info{ "", "Player", false };
return info;
}
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.");
}
bool GodMode::NeedStatusDraw() const
{
return f_Enabled;
}
void GodMode::DrawStatus()
{
ImGui::Text("God Mode");
}
GodMode& GodMode::GetInstance()
{
static GodMode instance;
return instance;
}
// Attack immunity (return false when target is avatar, that mean avatar entity isn't attackable)
static bool Miscs_CheckTargetAttackable_Hook(void* __this, app::BaseEntity* attacker, app::BaseEntity* target, MethodInfo* method)
{
auto& gm = GodMode::GetInstance();
auto& manager = game::EntityManager::instance();
auto entity = manager.entity(target);
if (gm.f_Enabled && entity->isAvatar())
return false;
return CALL_ORIGIN(Miscs_CheckTargetAttackable_Hook, __this, attacker, target, method);
}
// Raised when avatar fall on ground.
// Sending fall speed, and how many time pass from gain max fall speed (~30m/s).
// To disable fall damage reset reachMaxDownVelocityTime and decrease fall velocity.
static void VCHumanoidMove_NotifyLandVelocity_Hook(app::VCHumanoidMove* __this, app::Vector3 velocity, float reachMaxDownVelocityTime, MethodInfo* method)
{
auto& gm = GodMode::GetInstance();
if (gm.f_Enabled && -velocity.y > 13)
{
float randAdd = (float)(std::rand() % 1000) / 1000;
velocity.y = -8 - randAdd;
reachMaxDownVelocityTime = 0;
}
// LOG_DEBUG("%s, %f", il2cppi_to_string(velocity).c_str(), reachMaxDownVelocityTime);
CALL_ORIGIN(VCHumanoidMove_NotifyLandVelocity_Hook, __this, velocity, reachMaxDownVelocityTime, method);
}
// Analog function for disable attack damage (Thanks to Taiga74164)
//void LCBaseCombat_FireBeingHitEvent_Hook(app::LCBaseCombat* __this, uint32_t attackeeRuntimeID, app::AttackResult* attackResult, MethodInfo* method)
//{
// auto avatarEntity = GetAvatarEntity();
// if (avatarEntity != nullptr && Config::cfgGodModEnable.GetValue() && avatarEntity->fields._runtimeID_k__BackingField == attackeeRuntimeID)
// return;
//
// return callOrigin(LCBaseCombat_FireBeingHitEvent_Hook, __this, attackeeRuntimeID, attackResult, method);
//}
}