crashing issues fixed
Fixed random crashes occurring while ESP is active. Tested extensively on several maps without crash reports. I believe the issue is resolved
This commit is contained in:
@@ -21,6 +21,28 @@ bool IsHost()
|
||||
return app::BoltNetwork_get_IsServer(NULL);
|
||||
}
|
||||
|
||||
app::Survival* GetSurvivalObject()
|
||||
{
|
||||
static app::Survival* cachedSurvival = nullptr;
|
||||
|
||||
if (cachedSurvival == nullptr || Object::IsNull((app::Object_1*)cachedSurvival)) {
|
||||
cachedSurvival = Object::FindObjectOfType<app::Survival>("Survival");
|
||||
}
|
||||
|
||||
return cachedSurvival;
|
||||
}
|
||||
|
||||
app::OptionsHelpers* GetOptionsHelpersObject()
|
||||
{
|
||||
static app::OptionsHelpers* cachedOptionsHelpers = nullptr;
|
||||
|
||||
if (cachedOptionsHelpers == nullptr || Object::IsNull((app::Object_1*)cachedOptionsHelpers)) {
|
||||
cachedOptionsHelpers = Object::FindObjectOfType<app::OptionsHelpers>("OptionsHelpers");
|
||||
}
|
||||
|
||||
return cachedOptionsHelpers;
|
||||
}
|
||||
|
||||
bool IsLocalPlayer(app::NolanBehaviour* player)
|
||||
{
|
||||
auto boltEntity = app::EntityBehaviour_get_entity((app::EntityBehaviour*)player, NULL);
|
||||
@@ -59,7 +81,7 @@ bool IsPlayerCrawling(app::GameObject* go)
|
||||
|
||||
bool IsInGame()
|
||||
{
|
||||
app::OptionsHelpers* optionsHelpers = Object::FindObjectOfType<app::OptionsHelpers>("OptionsHelpers");
|
||||
app::OptionsHelpers* optionsHelpers = GetOptionsHelpersObject();
|
||||
|
||||
if (optionsHelpers)
|
||||
return optionsHelpers->fields._inGame_k__BackingField;
|
||||
@@ -69,20 +91,17 @@ bool IsInGame()
|
||||
|
||||
bool IsSequencePlaying()
|
||||
{
|
||||
app::Survival* survival = Object::FindObjectOfType<app::Survival>("Survival");
|
||||
app::Survival* survival = GetSurvivalObject();
|
||||
|
||||
// Return false if the object was not found.
|
||||
if (survival == nullptr) return false;
|
||||
|
||||
if (app::Survival_IsEndingPlaying != nullptr || app::Survival_IsJumpScarePlaying != nullptr || app::Survival_StartingToPlayFailEnding != nullptr) {
|
||||
bool isEndingPlaying = app::Survival_IsEndingPlaying(survival, nullptr);
|
||||
bool isJumpScarePlaying = app::Survival_IsJumpScarePlaying(survival, nullptr);
|
||||
bool isStartingToPlayFailEnding = app::Survival_StartingToPlayFailEnding(survival, nullptr);
|
||||
// Check if any of the sequences are playing and return the result directly.
|
||||
if (app::Survival_IsEndingPlaying && app::Survival_IsEndingPlaying(survival, nullptr)) return true;
|
||||
if (app::Survival_IsJumpScarePlaying && app::Survival_IsJumpScarePlaying(survival, nullptr)) return true;
|
||||
if (app::Survival_StartingToPlayFailEnding && app::Survival_StartingToPlayFailEnding(survival, nullptr)) return true;
|
||||
|
||||
// Return true if any sequence is playing.
|
||||
return isEndingPlaying || isJumpScarePlaying || isStartingToPlayFailEnding;
|
||||
}
|
||||
|
||||
// If none of the sequences are playing, return false.
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -98,6 +117,7 @@ app::GameObject* GetAzazel(app::Survival* survival)
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::string SceneName()
|
||||
{
|
||||
if (app::SaveHelpers_get_singleton != nullptr) {
|
||||
|
||||
@@ -4,15 +4,14 @@
|
||||
bool IsSinglePlayer();
|
||||
bool IsOnline();
|
||||
bool IsHost();
|
||||
app::Survival* GetSurvivalObject();
|
||||
app::OptionsHelpers* GetOptionsHelpersObject();
|
||||
bool IsLocalPlayer(app::NolanBehaviour* player);
|
||||
bool IsPlayerCrawling();
|
||||
bool IsPlayerCrawling(app::GameObject* go);
|
||||
bool IsInGame();
|
||||
bool IsSequencePlaying();
|
||||
|
||||
app::GameObject* GetAzazel(app::Survival* survival);
|
||||
|
||||
std::string SceneName();
|
||||
std::string GetAzazelName();
|
||||
|
||||
float Time_DeltaTime();
|
||||
@@ -20,6 +20,10 @@ namespace Transform {
|
||||
{
|
||||
if (!component) return nullptr;
|
||||
|
||||
return app::Component_get_transform((app::Component*)component, nullptr);
|
||||
if (app::Component_get_transform != nullptr) {
|
||||
return app::Component_get_transform((app::Component*)component, nullptr);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user