Add IsSequencePlaying helper function and enable NolanBehaviour in the lobby

This commit is contained in:
Jadis0x
2024-06-23 22:35:02 +03:00
parent 3601c508cb
commit af76512cf4
3 changed files with 27 additions and 1 deletions

View File

@@ -67,6 +67,21 @@ bool IsInGame()
return false; return false;
} }
bool IsSequencePlaying()
{
app::Survival* survival = Object::FindObjectOfType<app::Survival>("Survival");
// Return false if the object was not found.
if (survival == nullptr) return false;
bool isEndingPlaying = app::Survival_IsEndingPlaying(survival, nullptr);
bool isJumpScarePlaying = app::Survival_IsJumpScarePlaying(survival, nullptr);
bool isStartingToPlayFailEnding = app::Survival_StartingToPlayFailEnding(survival, nullptr);
// Return true if any sequence is playing.
return isEndingPlaying || isJumpScarePlaying || isStartingToPlayFailEnding;
}
app::GameObject* GetAzazel(app::Survival* survival) app::GameObject* GetAzazel(app::Survival* survival)
{ {
app::GameObject* ai = app::Survival_GetAzazel(survival, nullptr); app::GameObject* ai = app::Survival_GetAzazel(survival, nullptr);

View File

@@ -8,6 +8,7 @@ bool IsLocalPlayer(app::NolanBehaviour* player);
bool IsPlayerCrawling(); bool IsPlayerCrawling();
bool IsPlayerCrawling(app::GameObject* go); bool IsPlayerCrawling(app::GameObject* go);
bool IsInGame(); bool IsInGame();
bool IsSequencePlaying();
app::GameObject* GetAzazel(app::Survival* survival); app::GameObject* GetAzazel(app::Survival* survival);

View File

@@ -21,6 +21,7 @@
#include "utils/utils.hpp" #include "utils/utils.hpp"
#include "network/VersionControl.h" #include "network/VersionControl.h"
#include "players/players.h"
#define CLIENT_VERSION "4.1" #define CLIENT_VERSION "4.1"
@@ -146,8 +147,17 @@ void Run()
if (GetAsyncKeyState(VK_END) & 0x8000 || should_unhook) if (GetAsyncKeyState(VK_END) & 0x8000 || should_unhook)
break; break;
// enable "NolanBehaviour" in the lobby so the client can use fly mode
if (SceneName() == std::string("Menu")) {
if (Player::GetLocalPlayer() != nullptr) {
app::NolanBehaviour* nolan = Player::GetNolan();
if (nolan != nullptr) {
if (!Object::Enabled(nolan)) Object::Enabled(nolan, true);
}
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(1000)); std::this_thread::sleep_for(std::chrono::milliseconds(3000));
} }
CreateThread(0, 0, EjectThread, 0, 0, 0); CreateThread(0, 0, EjectThread, 0, 0, 0);
} }