pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,35 @@
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-- Read cached native character statistics; 16 named-type fields per heartbeat.
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do
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local s=_G.__gacDamageNativeProbe1 or {index=0};_G.__gacDamageNativeProbe1=s
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if not s.done then
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local function log(v)CS.UnityEngine.Debug.Log('[GAC_DAMAGE_NATIVE] '..tostring(v))end
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local ok,err=pcall(function()
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local stat=CS.RPG.Client.GlobalVars.s_ModuleManager.BattleModule.LastBattleStatistic
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if stat==nil then return end
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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if not s.obj then
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local a=stat.lightTeamStt
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log('ARRAY '..type(a)..' '..tostring(a))
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if a==nil then s.done=true;return end
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s.obj=a[0];s.fields=s.obj:GetType():GetFields(flags);log('TYPE '..tostring(s.obj:GetType()))
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local bytes=CS.Google.Protobuf.MessageExtensions.ToByteArray(stat.lightTeamBattleInfoList[0])
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log('BYTES '..type(bytes)..' len='..tostring(bytes.Length)..' hashlen='..tostring(#bytes))
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end
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for i=s.index,math.min(s.index+15,s.fields.Length-1)do
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local f=s.fields[i];log('FIELD '..f.Name..' '..tostring(f.FieldType))
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if not f.IsStatic then
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local good,v=pcall(function()return f:GetValue(s.obj)end)
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if good and v~=nil then
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if f.FieldType.IsPrimitive or f.FieldType.IsEnum then log('VALUE '..f.Name..' '..tostring(v))
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elseif f.Name:lower():find('damage')or f.Name:lower():find('skill')then
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local success,body=pcall(function()return CS.Newtonsoft.Json.JsonConvert.SerializeObject(v)end)
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if success and #body<24000 then log('JSON '..f.Name..' '..body)end
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end
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end
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end
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end
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s.index=s.index+16;if s.index>=s.fields.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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