pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,23 @@
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do
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local s=_G.__gacDamageGameContext1 or {index=0};_G.__gacDamageGameContext1=s
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if not s.done then
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local function log(v)CS.UnityEngine.Debug.Log('[GAC_DAMAGE_GAME_CONTEXT] '..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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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 context=phase.GameContext;local fs=context:GetType():GetFields(flags)
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for i=s.index,math.min(s.index+15,fs.Length-1)do log('FIELD '..fs[i].Name..' '..tostring(fs[i].FieldType))end
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s.index=s.index+16;if s.index>=fs.Length then
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local instance=phase.BattleInstanceRef
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local world=instance:GetType():GetField('_GameWorld',flags):GetValue(instance)
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local modules=world:GetType():GetField('_Modules',flags):GetValue(world)
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log('MODULES '..tostring(modules))
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if modules then for i=0,math.min(modules.Count-1,15)do log('MODULE '..i..' '..tostring(modules[i]:GetType()))end end
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s.done=true;log('END')
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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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