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Akebi-GC3_0/cheat-library/src/user/cheat/visuals/AnimationChanger.cpp

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#include "pch-il2cpp.h"
#include "AnimationChanger.h"
#include <helpers.h>
#include <cheat/events.h>
#include <misc/cpp/imgui_stdlib.h>
#include <cheat/game/EntityManager.h>
namespace cheat::feature
{
static std::string animations[] = {
// All characters
"SlipFaceWall",
"SlipBackWall",
"DropDown",
"JumpOffWall",
"Jump",
"JumpForRun",
"JumpForWalk",
"Fly",
"FlyStart",
"JumpForSprint",
"SwimIdle",
"SwimMove",
"SwimDash",
"ClimbMove1",
"ClimbIdle",
"ClimbJump",
"ClimbMove0",
"FallToGroundRun",
"FallOnGroundLit",
"FallOnGround",
"FallToGroundRunHard",
"FallToGroundSprint",
"Walk",
"Run",
"Standby",
"RunToIdle",
"RunToWalk",
"WalkToIdle",
"WalkToRun",
"Sprint",
"SprintToIdle",
"SprintToRun",
"ClimbDownToGround",
"SprintBS",
"ShowUp",
"CrouchToStandby",
"CrouchIdle",
"CrouchRoll",
"CrouchMove",
"SkiffNormal",
"Upstairs",
"JumpUpWallForStandby",
"JumpUpWallReady",
"Standby2ClimbA",
"SwimJump",
"SwimJumpDrop",
"SwimJumpToWater",
"Standby2ClimbB",
"CrouchDrop",
"TurnDir",
"StandbyWeapon",
"StandbyPutaway",
"StandbyPutawayOver",
"Icespine_Out",
"Icespine",
"LiquidStrike_MoveStandby",
"LiquidStrike_AS",
"LiquidStrike_BS",
"LiquidStrike_BS1",
"LiquidStrike_Move",
"LiquidStrike_Strike",
"LiquidStrike_FatalStandby",
"LiquidStrike_FatalMove",
"LiquidStrike_AS_OnWater",
"LiquidStrike_BS_0",
"FrozenWindmill",
"FrozenWindmill_AS",
"Attack03",
"Attack04",
"Attack05",
"Attack01",
"Attack02",
"ExtraAttack",
"ExtraAttack_AS",
"ExtraAttack_BS",
"Katana_Attack03",
"Katana_Attack04",
"Katana_Attack02",
"Katana_Attack01",
"Katana_Attack05",
"FallingAnthem_Loop",
"FallingAnthem_AS_2",
"FallingAnthem_BS_1",
"FallingAnthem_BS_2",
"FallingAnthem_AS_1",
"FallingAnthem_Loop_Low",
"SitBDown",
"SitBLoop",
"SitBUp",
"SitDown",
"SitLoop",
"SitUp",
"StandbyShow_01",
"StandbyShow_02",
"StandbyVoice",
"Think01BS",
"Think01Loop",
"Think01AS",
"Akimbo02BS",
"Akimbo02Loop",
"Akimbo02AS",
"ChannelBS",
"ChannelLoop",
"ChannelAS",
"PlayMusic_Lyre_AS",
"PlayMusic_Lyre_BS",
"PlayMusic_Lyre_Loop",
"PlayMusic_Qin_BS",
"PlayMusic_Qin_AS",
"PlayMusic_Qin_Loop",
"PlayMusic_Drum_BS",
"PlayMusic_Drum_AS",
"PlayMusic_Drum_Loop",
"ActivitySkill_ElectricCoreFly",
"ActivitySkill_GrapplingHook",
"Hit_H",
"Hit_L",
"Hit_Throw",
"Hit_Throw_Ground",
"Hit_ThrowAir",
"Struggle",
"NormalDie",
"SwimDie",
"HitGroundDie",
"FallDie_AS",
"FallDie",
// Main Character only
"UziExplode_AS",
"UziExplode_BS",
"UziExplode_Charge_01",
"UziExplode_Strike_02",
"UziExplode_Charge_02",
"UziExplode_Strike_01",
"UziExplode_BS_1",
"WindBreathe_AS",
"WindBreathe",
"Hogyoku_AS",
"Hogyoku_BS",
"Hogyoku",
"Hogyoku_Charge",
"Hogyoku_Charge_AS",
"Hogyoku_Charge_2",
"RockTide_AS",
"RockTide",
"CrouchThrowBS",
"CrouchThrowLoop",
"CrouchThrowAS",
"FindCatThrowBS",
"FindCatThrowLoop",
"FindCatThrowAS",
"Player_Electric_ElementalArt",
"Player_Electric_ElementalArt_AS",
"Player_Electric_ElementalBurst",
"Player_Electric_ElementalBurst_AS",
"PutHand01BS",
"PutHand01Loop",
"PutHand01AS",
"Akimbo01BS",
"Backrake01BS",
"Forerake01BS",
"StrikeChest01BS",
"Akimbo01Loop",
"Akimbo01AS",
"Backrake01Loop",
"Backrake01AS",
"Forerake01Loop",
"Forerake01AS",
"StrikeChest01Loop",
"StrikeChest01AS",
"HoldHead01BS",
"HoldHead01Loop",
"HoldHead01AS",
"Clap01",
"Turn01_90LBS",
"Turn01_90RBS",
"Turn01_90LAS",
"Turn01_90RAS",
"Alert01BS",
"Alert01Loop",
"Alert01AS",
"Fishing01_BS",
"Fishing01Loop",
"Fishing01AS",
"Think01_BS",
"Think01_Loop",
"Think01_AS",
"Channel01BS",
"Channel01Loop",
"Channel01AS",
"Fishing_Battle_BS",
"Fishing_Cast_AS",
"Fishing_Cast_BS",
"Fishing_Cast_Loop",
"Fishing_Choose",
"Fishing_Choose_Loop",
"Fishing_End",
"Fishing_Pull_01",
"Fishing_Pull_02",
"Fishing_Wait",
"Fishing_Pull_Fail",
"Bartender_MixingStandby",
"Bartender_MixingStart",
"Bartender_MixingToPour",
"Bartender_Pour",
"Bartender_PourFinish",
"Bartender_PourStandby",
"Bartender_AddLoop",
"Bartender_PrepareStart",
"Bartender_Standby",
"Bartender_AddStandby",
"Bartender_PrepareToStandby",
"Bartender_StandbyFinish",
"Blocking_BS",
"Blocking_Loop",
"Blocking_Back",
"Blocking_Bounce",
"Blocking_Hit",
"Blocking_AS"
};
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AnimationChanger::AnimationChanger() : Feature(),
NF(f_Enabled, "Animation Changer", "Visuals::AnimationChanger", false),
NF(f_Animation, "Animation", "Visuals::AnimationChanger", "ExtraAttack"),
NF(f_ApplyKey, "Apply Animation", "Visuals::AnimationChanger", Hotkey('Y')),
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NF(f_ResetKey, "Reset Animation", "Visuals::AnimationChanger", Hotkey('R')),
NF(f_Delay, "Repeat Delay", "Visuals::AnimationChanger", 400)
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{
events::GameUpdateEvent += MY_METHOD_HANDLER(AnimationChanger::OnGameUpdate);
}
const FeatureGUIInfo& AnimationChanger::GetGUIInfo() const
{
static const FeatureGUIInfo info{ "AnimationChanger", "Visuals", false };
return info;
}
void AnimationChanger::DrawMain()
{
ImGui::BeginGroupPanel("Animation Changer");
{
ConfigWidget(f_Enabled, "Changes active character's animation.\nNot all animations work for every character except Main Character.");
if (f_Enabled)
{
if (ImGui::BeginCombo("Animations", f_Animation.value().c_str()))
{
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for (auto &animation : animations)
{
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bool is_selected = (f_Animation.value().c_str() == animation);
if (ImGui::Selectable(animation.c_str(), is_selected))
f_Animation.value() = animation;
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if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
ConfigWidget("Apply Key", f_ApplyKey, true);
ConfigWidget("Reset Key", f_ResetKey, true);
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ConfigWidget("Delay", f_Delay, 1.0f, 1.0f, 1000000000.0f, "Delay to repeat animation");
}
}
ImGui::EndGroupPanel();
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}
bool AnimationChanger::NeedStatusDraw() const
{
return f_Enabled;
}
void AnimationChanger::DrawStatus()
{
ImGui::Text("AnimationChanger");
}
AnimationChanger& AnimationChanger::GetInstance()
{
static AnimationChanger instance;
return instance;
}
void AnimationChanger::OnGameUpdate()
{
if (!f_Enabled)
return;
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UPDATE_DELAY(f_Delay);
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auto& manager = game::EntityManager::instance();
auto avatar = manager.avatar();
if (avatar->animator() == nullptr)
return;
if (f_ApplyKey.value().IsPressed())
app::Animator_Play(avatar->animator(), string_to_il2cppi(f_Animation.value().c_str()), 0, 0, nullptr);
if (f_ResetKey.value().IsPressed())
app::Animator_Rebind(avatar->animator(), nullptr);
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}
}