Add IsSequencePlaying helper function and enable NolanBehaviour in the lobby
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@@ -67,6 +67,21 @@ bool IsInGame()
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return false;
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return false;
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}
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}
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bool IsSequencePlaying()
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{
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app::Survival* survival = Object::FindObjectOfType<app::Survival>("Survival");
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// Return false if the object was not found.
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if (survival == nullptr) return false;
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bool isEndingPlaying = app::Survival_IsEndingPlaying(survival, nullptr);
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bool isJumpScarePlaying = app::Survival_IsJumpScarePlaying(survival, nullptr);
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bool isStartingToPlayFailEnding = app::Survival_StartingToPlayFailEnding(survival, nullptr);
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// Return true if any sequence is playing.
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return isEndingPlaying || isJumpScarePlaying || isStartingToPlayFailEnding;
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}
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app::GameObject* GetAzazel(app::Survival* survival)
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app::GameObject* GetAzazel(app::Survival* survival)
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{
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{
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app::GameObject* ai = app::Survival_GetAzazel(survival, nullptr);
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app::GameObject* ai = app::Survival_GetAzazel(survival, nullptr);
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@@ -8,6 +8,7 @@ bool IsLocalPlayer(app::NolanBehaviour* player);
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bool IsPlayerCrawling();
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bool IsPlayerCrawling();
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bool IsPlayerCrawling(app::GameObject* go);
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bool IsPlayerCrawling(app::GameObject* go);
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bool IsInGame();
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bool IsInGame();
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bool IsSequencePlaying();
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app::GameObject* GetAzazel(app::Survival* survival);
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app::GameObject* GetAzazel(app::Survival* survival);
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@@ -21,6 +21,7 @@
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#include "utils/utils.hpp"
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#include "utils/utils.hpp"
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#include "network/VersionControl.h"
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#include "network/VersionControl.h"
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#include "players/players.h"
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#define CLIENT_VERSION "4.1"
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#define CLIENT_VERSION "4.1"
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@@ -146,8 +147,17 @@ void Run()
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if (GetAsyncKeyState(VK_END) & 0x8000 || should_unhook)
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if (GetAsyncKeyState(VK_END) & 0x8000 || should_unhook)
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break;
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break;
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// enable "NolanBehaviour" in the lobby so the client can use fly mode
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if (SceneName() == std::string("Menu")) {
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if (Player::GetLocalPlayer() != nullptr) {
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app::NolanBehaviour* nolan = Player::GetNolan();
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if (nolan != nullptr) {
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if (!Object::Enabled(nolan)) Object::Enabled(nolan, true);
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}
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}
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(1000));
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std::this_thread::sleep_for(std::chrono::milliseconds(3000));
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}
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}
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CreateThread(0, 0, EjectThread, 0, 0, 0);
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CreateThread(0, 0, EjectThread, 0, 0, 0);
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}
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}
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