-- Exact CW entry methods only, metadata in bounded batches; no game action. do local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60) local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager) if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)then return end _G.__gacCwEntryHandles20261020=_G.__gacCwEntryHandles20261020 or {index=0} local s=_G.__gacCwEntryHandles20261020 if s.done then return end local log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_ENTRY_HANDLE] '..tostring(v))end local ok,err=pcall(function() if not s.methods then s.methods=typeof(CS.RPG.Client.GridFightModule):GetMethods(flags)end for i=s.index,math.min(s.index+23,s.methods.Length-1)do local m=s.methods[i] local n=m.Name:lower() if n:find('startgame') or n:find('resumegame') or n:find('starttutorial') or n:find('preload') then log('METHOD '..tostring(m)..' HANDLE '..tostring(m.MethodHandle.Value)) end end s.index=s.index+24 if s.index>=s.methods.Length then s.done=true;log('END')end end) if not ok then s.done=true;log('ERROR '..tostring(err))end end