pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,19 @@
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-- Named Spotlight types only; metadata and handles, one type per heartbeat.
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do
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local s=_G.__gacCwBindingSchema1 or {index=1};_G.__gacCwBindingSchema1=s
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if s.done then return end
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local log=function(x)CS.UnityEngine.Debug.Log('[GAC_CW_SPOT_BINDING] '..tostring(x))end
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local ok,err=pcall(function()
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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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local names={'ACNDKIFJLJC','RPG.Client.GridFightSpotLightBinding','RPG.GameCore.GridFightSpotLightSelectConfigRow','RPG.GameCore.GridFightSpotLightRefreshConfigRow'}
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local name=names[s.index];if not name then s.done=true;log('END');return end;s.index=s.index+1
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local a=typeof(CS.RPG.Client.GridFightModule).Assembly;local b=typeof(CS.RPG.GameCore.GridFightRoleConfigRow).Assembly
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local t=a:GetType(name) or b:GetType(name);log('TYPE '..name..' '..tostring(t));if not t then return end
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local fields=t:GetFields(flags);for i=0,math.min(fields.Length-1,47)do log('FIELD '..tostring(fields[i]))end
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local methods=t:GetMethods(flags);for i=0,math.min(methods.Length-1,95)do local m=methods[i];if m.DeclaringType==t then log('METHOD '..tostring(m)..' HANDLE '..tostring(m.MethodHandle.Value))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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