pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,24 @@
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-- Exact CW entry methods only, metadata in bounded batches; no game action.
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do
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)then return end
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_G.__gacCwEntryHandles20261020=_G.__gacCwEntryHandles20261020 or {index=0}
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local s=_G.__gacCwEntryHandles20261020
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if s.done then return end
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local log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_ENTRY_HANDLE] '..tostring(v))end
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local ok,err=pcall(function()
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if not s.methods then s.methods=typeof(CS.RPG.Client.GridFightModule):GetMethods(flags)end
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for i=s.index,math.min(s.index+23,s.methods.Length-1)do
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local m=s.methods[i]
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local n=m.Name:lower()
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if n:find('startgame') or n:find('resumegame') or n:find('starttutorial') or n:find('preload') then
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log('METHOD '..tostring(m)..' HANDLE '..tostring(m.MethodHandle.Value))
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end
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end
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s.index=s.index+24
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if s.index>=s.methods.Length then s.done=true;log('END')end
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end)
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if not ok then s.done=true;log('ERROR '..tostring(err))end
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end
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