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@@ -101,6 +101,15 @@ class R_Utils {
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return null;
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}
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//获取APC编号的文件路径
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function GetApcPath(ApcIndex) {
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local ApcPathAddress = L_Sq_CallFunc(0x1219E80, "int", FFI_THISCALL, ["int", "int"], 0x1D90B60, ApcIndex);
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if (ApcPathAddress) {
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return NativePointer(ApcPathAddress).readUnicodeString();
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}
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return null;
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}
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//获取Lst文件的返回Array
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function GetLstArr(Path, Header) {
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local Arr = [];
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@@ -382,6 +391,31 @@ Rindro_Haker.LoadHook(0x7B64BA, ["int", "int", "bool"],
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});
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getroottable().WorldDrawVirtualCharacterCallBackFunc <- {};
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Rindro_Haker.LoadHook(0x80CE30, ["int", "int", "int", "int", "int", "int", "int"],
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function(args) {
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local Layer = args[0];
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local XPos = args[1];
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local YPos = args[2];
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local InfoAddress = NativePointer(Rindro_Haker.CpuContext.ecx).add(0x208).readInt();
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local WorldId = NativePointer(InfoAddress).add(0x4).readUShort();
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local NameAddress = NativePointer(InfoAddress).add(0x10).readInt();
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local Name = NativePointer(NameAddress).readUnicodeString();
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foreach(Func in WorldDrawVirtualCharacterCallBackFunc) {
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Func(Layer, XPos, YPos, WorldId, Name);
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}
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// if (Layer == 0 && WorldId == 6)
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//注意 这里的坐标如果出现负数 说明 在角色在屏幕外 不需要绘制 同理 超过 卷轴最大值也是 (不过性能影响不大直接绘制就行 避免称谓比角色大 突然显示)
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// printf("绘制层级: " + Layer + " XPos: " + XPos + " YPos: " + YPos + " 角色名: " + Name + " 世界ID: " + WorldId);
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return null;
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},
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function(args) {
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return null;
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});
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// Rindro_Haker.LoadHook(0x7FFA80, ["int", "int", "int", "int", "int", "int", "int", "int", "int", "int", "int", "void"],
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// function(args) {
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// if(args[0] == 0xA){
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@@ -413,5 +447,4 @@ Rindro_Haker.LoadHook(0x7B64BA, ["int", "int", "bool"],
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// NativePointer(0x8266F5).writeShort(0x9090)
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// NativePointer(0x78FD37).writeShort(0x9090)
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// NativePointer(0x78FD3B).writeShort(0x9090)
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// NativePointer(0x78FD3B).writeShort(0x9090)
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