pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,25 @@
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-- Inspect only modules of the active battle world, at most 16 entries/fields
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-- per heartbeat. Never enumerate types/methods from an assembly.
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do
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local s=_G.__gacDamageActivePlugins1 or {index=0};_G.__gacDamageActivePlugins1=s
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if not s.done then
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local function log(v)CS.UnityEngine.Debug.Log('[GAC_DAMAGE_ACTIVE] '..tostring(v))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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if not s.modules then
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local pm=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(pm)
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if not typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)then return end
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local director=phase:GetType():GetField('_LevelDirector',flags):GetValue(phase)
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local world=director:GetType():GetField('_WorldRef',flags):GetValue(director)
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log('WORLD '..tostring(world:GetType()))
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s.modules=world:GetType():GetField('_PluginsArray',flags):GetValue(world)
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if not s.modules then log('NO_PLUGINS');s.done=true;return end
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log('PLUGINS '..s.modules.Length)
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end
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for i=s.index,math.min(s.index+15,s.modules.Length-1)do if s.modules[i]~=nil then log('PLUGIN '..i..' '..tostring(s.modules[i]:GetType()))end end
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s.index=s.index+16;if s.index>=s.modules.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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end
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