-- Encode isolated protobuf setters only. Never sync objects into game modules. do local s=_G.__gacCwSpotWire1 or {index=1};_G.__gacCwSpotWire1=s if s.done then return end local log=function(x)CS.UnityEngine.Debug.Log('[GAC_CW_SPOT_WIRE] '..tostring(x))end local ok,err=pcall(function() local cases={ {'BDLBHJGNCFM','MOCGEAKBAIC',true},{'BDLBHJGNCFM','PBNPEIJAFIH',true},{'BDLBHJGNCFM','JPIFFOMPOHI',1}, {'BDLBHJGNCFM','GJPPJLCBCCO',1},{'BDLBHJGNCFM','IHLAAFILILO',1},{'BDLBHJGNCFM','NFLMNAJGOHP',1},{'BDLBHJGNCFM','ADDNPPLJGOL',true}, {'FMBACDOFCAL','NHNGGGEBOAC',1},{'FMBACDOFCAL','CKPDGGDDPLB',1},{'FMBACDOFCAL','EODGHOPFDCJ',1},{'FMBACDOFCAL','APPPOHDNCFL',1},{'FMBACDOFCAL','OKLMNCNNIKF',true} } for n=1,2 do local row=cases[s.index];if not row then s.done=true;log('END');return end local obj=CS.System.Activator.CreateInstance(typeof(CS[row[1]])) obj[row[2]](obj,row[3]) log(row[1]..'.'..row[2]..' '..CS.System.BitConverter.ToString(CS.Google.Protobuf.MessageExtensions.ToByteArray(obj))) s.index=s.index+1 end end) if not ok then s.done=true;log('ERROR '..tostring(err))end end