add: using coroutines for players
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@@ -45,6 +45,7 @@ namespace DevourClient.Helpers
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public class Entities
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{
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public static GameObject LocalPlayer_;
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public static GameObject[] Players;
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public static GoatBehaviour[] GoatsAndRats;
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public static SurvivalInteractable[] SurvivalInteractables;
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public static KeyBehaviour[] Keys;
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@@ -73,18 +74,15 @@ namespace DevourClient.Helpers
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}
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}
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public static List<GameObject> GetAllPlayers()
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public static IEnumerator GetAllPlayers()
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{
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GameObject[] currentPlayers = GameObject.FindGameObjectsWithTag("Player");
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List<GameObject> result = new List<GameObject>();
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for (int i = 0; i < currentPlayers.Length; i++)
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for (;;)
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{
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result.Add(currentPlayers[i]);
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}
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Players = GameObject.FindGameObjectsWithTag("Player");
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return result;
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// Wait 5 seconds before caching objects again.
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yield return new WaitForSeconds(5f);
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}
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}
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public static IEnumerator GetGoatsAndRats()
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@@ -153,7 +151,7 @@ namespace DevourClient.Helpers
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}
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}
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public static IEnumerator GeAzazels()
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public static IEnumerator GetAzazels()
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{
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/*
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* ikr AzazelS, because in case we spawn multiple we want the esp to render all of them
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@@ -46,7 +46,8 @@ namespace DevourClient
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MelonCoroutines.Start(Helpers.Entities.GetDemons());
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MelonCoroutines.Start(Helpers.Entities.GetSpiders());
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MelonCoroutines.Start(Helpers.Entities.GetGhosts());
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MelonCoroutines.Start(Helpers.Entities.GeAzazels());
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MelonCoroutines.Start(Helpers.Entities.GetAzazels());
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MelonCoroutines.Start(Helpers.Entities.GetAllPlayers());
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -150,7 +151,7 @@ namespace DevourClient
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{
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if (this.player_esp || this.player_snapline)
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{
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foreach (NolanBehaviour player in UnityEngine.Object.FindObjectsOfType<NolanBehaviour>() as UnhollowerBaseLib.Il2CppReferenceArray<NolanBehaviour>)
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foreach (GameObject player in Helpers.Entities.Players)
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{
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if (player != null)
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{
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@@ -172,7 +173,7 @@ namespace DevourClient
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{
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//string playername = player.field_Private_PhotonView_0.field_Private_ObjectPublicObInBoStBoHaStObInHaUnique_0.field_Private_String_0;//player.photonView._Controller_k__BackingField.NickName;
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if (player.entity.IsOwner)
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if (player.GetComponent<NolanBehaviour>().entity.IsOwner)
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{
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continue;
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}
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