do local s=_G.__gacDamageGameContext1 or {index=0};_G.__gacDamageGameContext1=s if not s.done then local function log(v)CS.UnityEngine.Debug.Log('[GAC_DAMAGE_GAME_CONTEXT] '..tostring(v))end local ok,err=pcall(function() local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60) local pm=CS.RPG.Client.GlobalVars.s_GamePhaseManager local phase=typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(pm) if not typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)then return end local context=phase.GameContext;local fs=context:GetType():GetFields(flags) for i=s.index,math.min(s.index+15,fs.Length-1)do log('FIELD '..fs[i].Name..' '..tostring(fs[i].FieldType))end s.index=s.index+16;if s.index>=fs.Length then local instance=phase.BattleInstanceRef local world=instance:GetType():GetField('_GameWorld',flags):GetValue(instance) local modules=world:GetType():GetField('_Modules',flags):GetValue(world) log('MODULES '..tostring(modules)) if modules then for i=0,math.min(modules.Count-1,15)do log('MODULE '..i..' '..tostring(modules[i]:GetType()))end end s.done=true;log('END') end end) if not ok then s.done=true;log('ERROR '..tostring(err))end end end