add: now using coroutines for azazel
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@@ -51,6 +51,7 @@ namespace DevourClient.Helpers
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public static SurvivalDemonBehaviour[] Demons;
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public static SpiderBehaviour[] Spiders;
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public static GhostBehaviour[] Ghosts;
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public static SurvivalAzazelBehaviour[] Azazels;
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public static IEnumerator GetLocalPlayer()
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{
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@@ -151,5 +152,19 @@ namespace DevourClient.Helpers
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yield return new WaitForSeconds(5f);
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}
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}
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public static IEnumerator GeAzazels()
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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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*/
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for (;;)
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{
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Azazels = SurvivalAzazelBehaviour.FindObjectsOfType<SurvivalAzazelBehaviour>();
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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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}
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}
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@@ -46,6 +46,7 @@ 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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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -369,23 +370,25 @@ namespace DevourClient
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if (this.azazel_esp || this.azazel_snapline)
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{
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SurvivalAzazelBehaviour survivalAzazel = UnityEngine.Object.FindObjectOfType<SurvivalAzazelBehaviour>();
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if (survivalAzazel != null)
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foreach (SurvivalAzazelBehaviour survivalAzazel in Helpers.Entities.Azazels)
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{
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Vector3 pivotPos = survivalAzazel.transform.position; //Pivot point NOT at the origin, at the center
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Vector3 playerFootPos; playerFootPos.x = pivotPos.x; playerFootPos.z = pivotPos.z; playerFootPos.y = pivotPos.y - 2f; //At the feet
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Vector3 playerHeadPos; playerHeadPos.x = pivotPos.x; playerHeadPos.z = pivotPos.z; playerHeadPos.y = pivotPos.y + 2f; //At the head
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if (Camera.main != null)
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if (survivalAzazel != null)
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{
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Vector3 w2s_footpos = Camera.main.WorldToScreenPoint(playerFootPos);
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Vector3 w2s_headpos = Camera.main.WorldToScreenPoint(playerHeadPos);
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if (w2s_footpos.z > 0f)
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Vector3 pivotPos = survivalAzazel.transform.position; //Pivot point NOT at the origin, at the center
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Vector3 playerFootPos; playerFootPos.x = pivotPos.x; playerFootPos.z = pivotPos.z; playerFootPos.y = pivotPos.y - 2f; //At the feet
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Vector3 playerHeadPos; playerHeadPos.x = pivotPos.x; playerHeadPos.z = pivotPos.z; playerHeadPos.y = pivotPos.y + 2f; //At the head
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if (Camera.main != null)
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{
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Render.Render.DrawBoxESP(w2s_footpos, w2s_headpos, Settings.Settings.azazel_esp_color, "Azazel", this.azazel_snapline, this.azazel_esp);
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Vector3 w2s_footpos = Camera.main.WorldToScreenPoint(playerFootPos);
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Vector3 w2s_headpos = Camera.main.WorldToScreenPoint(playerHeadPos);
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if (w2s_footpos.z > 0f)
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{
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Render.Render.DrawBoxESP(w2s_footpos, w2s_headpos, Settings.Settings.azazel_esp_color, "Azazel", this.azazel_snapline, this.azazel_esp);
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}
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}
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}
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}
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