do if not _G.__gacDamageCachedProto1 then _G.__gacDamageCachedProto1=true local function log(v)CS.UnityEngine.Debug.Log('[GAC_DAMAGE_CACHED] '..tostring(v))end local ok,err=pcall(function() local stat=CS.RPG.Client.GlobalVars.s_ModuleManager.BattleModule.LastBattleStatistic for i=0,math.min(stat.lightTeamBattleInfoList.Count-1,3)do local a=stat.lightTeamBattleInfoList[i] log('LIST '..i..' '..CS.System.Convert.ToBase64String(CS.Google.Protobuf.MessageExtensions.ToByteArray(a))) end for i=0,math.min(stat.lightTeamStt.Length-1,3)do local a=stat.lightTeamStt[i] log('CHAR '..i..' '..CS.System.Convert.ToBase64String(CS.Google.Protobuf.MessageExtensions.ToByteArray(a.avatarBattleInfo))) for _,n in ipairs({'HNJNDLEFMBE','EKOIOILEJID','KEOOJBHFLFD','FNFFCPLHPGI','FLDANBDGGLO','GKEEIFGGKHJ','OOKAPAKPFGK','EAPPECOODMI','ENCMPAHMDBN','FLBALEEBHKN'})do log('VALUE '..i..' '..n..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(a[n])) end end end) if not ok then log('ERROR '..tostring(err))end end end