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https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 19:07:15 +09:00
adjust death aura
- prevent accidentally killing cast pal
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parent
84ee645158
commit
e2986241c8
11
feature.cpp
11
feature.cpp
@ -556,6 +556,14 @@ void SendDamageToActor(APalCharacter* pTarget, int32 damage, bool bSpoofAttacker
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void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool bVisualAffect, EPalVisualEffectID visID)
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void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool bVisualAffect, EPalVisualEffectID visID)
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{
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{
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APalCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
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APalCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
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if (!pPalCharacter)
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return;
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UPalCharacterParameterComponent* pParams = pPalCharacter->CharacterParameterComponent;
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if (!pParams)
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return;
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APalCharacter* pPlayerPal = pParams->OtomoPal;
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TArray<APalCharacter*> outPals;
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TArray<APalCharacter*> outPals;
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if (!Config.GetTAllPals(&outPals))
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if (!Config.GetTAllPals(&outPals))
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@ -566,7 +574,7 @@ void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool b
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{
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{
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APalCharacter* cEnt = outPals[i];
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APalCharacter* cEnt = outPals[i];
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if (!cEnt || !cEnt->IsA(APalMonsterCharacter::StaticClass()))
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if (!cEnt || !cEnt->IsA(APalMonsterCharacter::StaticClass()) || cEnt == pPlayerPal)
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continue;
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continue;
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float distanceTo = GetDistanceToActor(pPalCharacter, cEnt);
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float distanceTo = GetDistanceToActor(pPalCharacter, cEnt);
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@ -581,6 +589,7 @@ void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool b
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if (bVisualAffect && pVisComp)
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if (bVisualAffect && pVisComp)
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{
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{
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FPalVisualEffectDynamicParameter fvedp;
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FPalVisualEffectDynamicParameter fvedp;
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if (!pVisComp->ExecutionVisualEffects.Count())
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pVisComp->AddVisualEffect_ToServer(visID, fvedp, 1); // uc: killer1478
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pVisComp->AddVisualEffect_ToServer(visID, fvedp, 1); // uc: killer1478
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}
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}
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SendDamageToActor(cEnt, dmgAmount);
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SendDamageToActor(cEnt, dmgAmount);
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@ -777,7 +777,7 @@ namespace DX11_Base
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TeleportAllPalsToCrosshair(Config.mDebugEntCapDistance);
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TeleportAllPalsToCrosshair(Config.mDebugEntCapDistance);
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if (Config.IsDeathAura)
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if (Config.IsDeathAura)
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DeathAura(Config.mDeathAuraAmount, Config.mDeathAuraDistance);
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DeathAura(Config.mDeathAuraAmount, Config.mDeathAuraDistance, true);
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//
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//
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// SetDemiGodMode(Config.IsMuteki);
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// SetDemiGodMode(Config.IsMuteki);
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}
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}
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