-- Inspect only modules of the active battle world, at most 16 entries/fields -- per heartbeat. Never enumerate types/methods from an assembly. do local s=_G.__gacDamageActivePlugins1 or {index=0};_G.__gacDamageActivePlugins1=s if not s.done then local function log(v)CS.UnityEngine.Debug.Log('[GAC_DAMAGE_ACTIVE] '..tostring(v))end local ok,err=pcall(function() local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60) if not s.modules then 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 director=phase:GetType():GetField('_LevelDirector',flags):GetValue(phase) local world=director:GetType():GetField('_WorldRef',flags):GetValue(director) log('WORLD '..tostring(world:GetType())) s.modules=world:GetType():GetField('_PluginsArray',flags):GetValue(world) if not s.modules then log('NO_PLUGINS');s.done=true;return end log('PLUGINS '..s.modules.Length) end for i=s.index,math.min(s.index+15,s.modules.Length-1)do if s.modules[i]~=nil then log('PLUGIN '..i..' '..tostring(s.modules[i]:GetType()))end end s.index=s.index+16;if s.index>=s.modules.Length then s.done=true;log('END')end end) if not ok then s.done=true;log('ERROR '..tostring(err))end end end