Reorganized UnityEngine namespace
Reorganized UnityEngine namespace by splitting headers into individual classes
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@@ -2,7 +2,7 @@
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#include <iostream>
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#include "ClientHelper.h"
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#include "UnityEngine.h"
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#include "UnityEngine/Engine.hpp"
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#include "players/players.h"
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#include "helpers.h"
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#include "esp.hpp"
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@@ -31,11 +31,11 @@ static void DrawBoxESP(app::GameObject *it, float footOffset, float headOffset,
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if (!it || cam == nullptr)
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return;
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app::Transform* _transform = UnityEngine::Transform::Get(it);
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app::Transform* _transform = Transform::Get(it);
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if (_transform == nullptr)
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return;
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app::Vector3 pos = UnityEngine::Transform::Position(_transform);
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app::Vector3 pos = Transform::Position(_transform);
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app::Vector3 footpos = app::Camera_WorldToScreenPoint_1(cam, app::Vector3{pos.x, pos.y + footOffset, pos.z}, NULL);
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app::Vector3 headpos = app::Camera_WorldToScreenPoint_1(cam, app::Vector3{pos.x, pos.y + headOffset, pos.z}, NULL);
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@@ -5,7 +5,7 @@
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#include "ClientHelper.h"
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#include "players/players.h"
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#include "helpers.h"
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#include "UnityEngine.h"
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#include "UnityEngine/Engine.hpp"
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#include <iostream>
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#include "Windows.h"
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#include <map>
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@@ -16,7 +16,7 @@ void Misc::ForceStart()
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std::string _scene = SceneName();
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if (IsHost() && _scene == std::string("Menu")) {
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app::Menu* _menu = UnityEngine::Object::FindObjectOfType<app::Menu>("Menu", "Horror");
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app::Menu* _menu = Object::FindObjectOfType<app::Menu>("Menu", "Horror");
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if (_menu) {
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if (app::Menu_OnLobbyStartButtonClick) {
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@@ -99,7 +99,7 @@ void Misc::InstantWin()
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int32_t progress = 10;
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if (_scene == std::string("Inn")) {
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app::MapController* _MapController = UnityEngine::Object::FindObjectOfType<app::MapController>("MapController");
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app::MapController* _MapController = Object::FindObjectOfType<app::MapController>("MapController");
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if (_MapController) {
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@@ -111,7 +111,7 @@ void Misc::InstantWin()
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}
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}
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else if (_scene == std::string("Slaughterhouse")) {
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app::SlaughterhouseAltarController* _SlaughterhouseAltarController = UnityEngine::Object::FindObjectOfType<app::SlaughterhouseAltarController>("SlaughterhouseAltarController");
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app::SlaughterhouseAltarController* _SlaughterhouseAltarController = Object::FindObjectOfType<app::SlaughterhouseAltarController>("SlaughterhouseAltarController");
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if (_SlaughterhouseAltarController) {
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@@ -124,7 +124,7 @@ void Misc::InstantWin()
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}
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else {
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//app::SurvivalObjectBurnController* _SurvivalObjectBurnController = UnityEngine::Object::FindObjectOfType("SurvivalObjectBurnController");
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app::SurvivalObjectBurnController* _SurvivalObjectBurnController = UnityEngine::Object::FindObjectOfType<app::SurvivalObjectBurnController>("SurvivalObjectBurnController");
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app::SurvivalObjectBurnController* _SurvivalObjectBurnController = Object::FindObjectOfType<app::SurvivalObjectBurnController>("SurvivalObjectBurnController");
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if (_SurvivalObjectBurnController) {
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// DO_APP_FUNC(0x00562590, void, SurvivalObjectBurnController_SkipToGoat, (SurvivalObjectBurnController * __this, int32_t number, MethodInfo * method));
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@@ -174,10 +174,10 @@ void Misc::SpawnPrefab(const char* prefabName) {
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if (localPlayer) {
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app::Quaternion rotation = app::Quaternion_get_identity(NULL);
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app::Transform* playerTransform = UnityEngine::Transform::Get(localPlayer);
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app::Transform* playerTransform = Transform::Get(localPlayer);
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if (playerTransform == nullptr) return;
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app::Vector3 playerPos = UnityEngine::Transform::Position(playerTransform);
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app::Vector3 playerPos = Transform::Position(playerTransform);
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if (app::BoltNetwork_Instantiate_6) {
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app::GameObject* go = (app::GameObject*)app::BoltNetwork_Instantiate_6(p, playerPos, rotation, nullptr);
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@@ -194,7 +194,7 @@ void Misc::RankSpoofer(int value) {
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return;
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}
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else {
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app::NolanRankController* rankController = UnityEngine::Object::FindObjectOfType<app::NolanRankController>("NolanRankController");
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app::NolanRankController* rankController = Object::FindObjectOfType<app::NolanRankController>("NolanRankController");
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if (rankController != nullptr) {
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if (app::NolanRankController_SetRank != nullptr) {
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@@ -227,7 +227,7 @@ void Misc::Revive(bool self)
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}
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// app::SurvivalReviveInteractable
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app::SurvivalReviveInteractable* revive = UnityEngine::Object::FindObjectOfType<app::SurvivalReviveInteractable>("SurvivalReviveInteractable");
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app::SurvivalReviveInteractable* revive = Object::FindObjectOfType<app::SurvivalReviveInteractable>("SurvivalReviveInteractable");
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if (revive == NULL) {
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if (self) {
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@@ -288,10 +288,10 @@ void Misc::Jumpscare() {
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return;
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}
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app::Survival* survival = UnityEngine::Object::FindObjectOfType<app::Survival>("Survival");
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app::Survival* survival = Object::FindObjectOfType<app::Survival>("Survival");
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if (survival == NULL) { return; }
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app::SurvivalAzazelBehaviour* azazel = UnityEngine::Object::FindObjectOfType<app::SurvivalAzazelBehaviour>("SurvivalAzazelBehaviour");
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app::SurvivalAzazelBehaviour* azazel = Object::FindObjectOfType<app::SurvivalAzazelBehaviour>("SurvivalAzazelBehaviour");
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app::GameObject* ai = GetAzazel(survival);
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@@ -305,7 +305,7 @@ void Misc::Jumpscare() {
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if (currentPlayer == NULL) continue;
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app::Component* component = UnityEngine::GameObject::GetComponentByName(currentPlayer, "NolanBehaviour");
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app::Component* component = GameObject::GetComponentByName(currentPlayer, "NolanBehaviour");
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if (component != NULL) {
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app::NolanBehaviour* nb = reinterpret_cast<app::NolanBehaviour*>(component);
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@@ -333,10 +333,10 @@ void Misc::Kill(bool self) {
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return;
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}
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app::Survival* survival = UnityEngine::Object::FindObjectOfType<app::Survival>("Survival");
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app::Survival* survival = Object::FindObjectOfType<app::Survival>("Survival");
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if (survival == NULL) { return; }
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app::SurvivalAzazelBehaviour* azazel = UnityEngine::Object::FindObjectOfType<app::SurvivalAzazelBehaviour>("SurvivalAzazelBehaviour");
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app::SurvivalAzazelBehaviour* azazel = Object::FindObjectOfType<app::SurvivalAzazelBehaviour>("SurvivalAzazelBehaviour");
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app::GameObject* ai = GetAzazel(survival);
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@@ -361,7 +361,7 @@ void Misc::Kill(bool self) {
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if (currentPlayer == NULL) continue;
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app::Component* component = UnityEngine::GameObject::GetComponentByName(currentPlayer, "NolanBehaviour");
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app::Component* component = GameObject::GetComponentByName(currentPlayer, "NolanBehaviour");
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if (component != NULL) {
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app::NolanBehaviour* nb = reinterpret_cast<app::NolanBehaviour*>(component);
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@@ -396,7 +396,7 @@ void Misc::TpToAzazel()
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if (nb == nullptr) return;
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app::Survival* _survival = UnityEngine::Object::FindObjectOfType<app::Survival>("Survival");
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app::Survival* _survival = Object::FindObjectOfType<app::Survival>("Survival");
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if (_survival == nullptr) return;
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// get azazel
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