Example #1
0
        /// <summary>
        /// Used to set previous values for every <see cref="AbstractVariable{T}"/>. Must use the same order and logic as the <see cref="Scan"/> method.
        /// </summary>
        public void PreScan()
        {
            PlayerID.PreScan();
            Username.PreScan();

            IsReplay.PreScan();
            if (IsReplay.Value)
            {
                return;
            }

            IsAlive.PreScan();
            Time.PreScan();
            Kills.PreScan();
            Gems.PreScan();
            ShotsFired.PreScan();
            ShotsHit.PreScan();

            if (IsAlive.Value)
            {
                EnemiesAlive.PreScan();
            }

            if (!IsAlive.Value)
            {
                DeathType.PreScan();
            }
        }
Example #2
0
 public string FormatShots(bool history)
 {
     if (history && (ShotsHit == 0 || ShotsFired == 10000))
     {
         return("Exact values not known");
     }
     return($"{ShotsHit.ToString("N0")} / {ShotsFired.ToString("N0")}");
 }
 public void ShotHit()
 {
     ShotsHit.IncreaseValue(1);
 }
Example #4
0
 public string FormatShots()
 {
     return($"{ShotsHit.ToString("N0")} / {ShotsFired.ToString("N0")}");
 }
Example #5
0
        public void Scan()
        {
            try
            {
                // Always scan these values.
                PlayerID.Scan();
                Username.Scan();

                // Always calculate the spawnset in menu or lobby.
                // Otherwise you can first normally load a spawnset to set the hash, exit and load an empty spawnset in the menu/lobby, then during playing the empty spawnset change it back to the same original spawnset and upload a cheated score.
                if (Time.Value == 0 && Time.ValuePrevious == 0)
                {
                    SpawnsetHash = CalculateCurrentSurvivalHash();
                }

                // Stop scanning if it is a replay.
                IsReplay.Scan();
                if (IsReplay.Value)
                {
                    return;
                }

                IsAlive.Scan();
                Time.Scan();
                Kills.Scan();
                Gems.Scan();
                ShotsFired.Scan();
                ShotsHit.Scan();

                if (IsAlive.Value)
                {
                    // Enemy count might increase on death, so only scan while player is alive.
                    EnemiesAlive.Scan();

                    // TODO: Clean up
                    byte[] bytes = Memory.Read(Process.MainModule.BaseAddress + 0x001F8084, 4, out _);
                    int    ptr   = AddressUtils.ToDec(AddressUtils.MakeAddress(bytes));
                    bytes     = Memory.Read(new IntPtr(ptr), 4, out _);
                    ptr       = AddressUtils.ToDec(AddressUtils.MakeAddress(bytes));
                    bytes     = Memory.Read(new IntPtr(ptr) + 0x218, 4, out _);
                    LevelGems = BitConverter.ToInt32(bytes, 0);

                    bytes  = Memory.Read(new IntPtr(ptr) + 0x224, 4, out _);
                    Homing = BitConverter.ToInt32(bytes, 0);
                    HomingLog.Add(Homing);
                    if (HomingLog.Count > 5)
                    {
                        HomingLog.Remove(HomingLog[0]);
                    }

                    if (LevelUpTimes[0] == 0 && LevelGems >= 10 && LevelGems < 70)
                    {
                        LevelUpTimes[0] = Time.Value;
                    }
                    if (LevelUpTimes[1] == 0 && LevelGems == 70)
                    {
                        LevelUpTimes[1] = Time.Value;
                    }
                    if (LevelUpTimes[2] == 0 && LevelGems == 71)
                    {
                        LevelUpTimes[2] = Time.Value;
                    }
                }
                else
                {
                    // Only scan death type when dead.
                    DeathType.Scan();
                }

                if (string.IsNullOrEmpty(SpawnsetHash))
                {
                    SpawnsetHash = CalculateCurrentSurvivalHash();
                }
            }
            catch (Exception ex)
            {
                Logging.Log.Error("Scan failed", ex);
            }
        }