do if not _G.__gacDamageSenderState1 then _G.__gacDamageSenderState1=true local s=_G.__GAC_DAMAGE_ANALYST_LIVE_V7 local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60) local m=CS.RPG.Client.GlobalVars.s_GamePhaseManager local phase=typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(m) CS.UnityEngine.Debug.Log('[GAC_DAMAGE_SENDER_STATE] phase='..tostring(phase:GetType())..' active='..tostring(s.inBattle)..' entity='..tostring(s.entityIndex)..' component='..tostring(s.componentIndex)..' owner='..tostring(s.statComponent)..' next='..tostring(s.nextSample)..' now='..tostring(CS.UnityEngine.Time.unscaledTime)) end end