コード例 #1
0
        private void OnGUI()
        {
            GUILayout.Label("Injection Detector options", EditorStyles.boldLabel);

            bool enableInjectionDetector = false;

            enableInjectionDetector = EditorPrefs.GetBool(ActEditorGlobalStuff.PREFS_INJECTION_GLOBAL);
            enableInjectionDetector = GUILayout.Toggle(enableInjectionDetector, "Enable Injection Detector");

            if (GUILayout.Button("Edit Whitelist"))
            {
                ActAssembliesWhitelist.ShowWindow();
            }

            if (GUI.changed || EditorPrefs.GetBool(ActEditorGlobalStuff.PREFS_INJECTION) != enableInjectionDetector)
            {
                EditorPrefs.SetBool(ActEditorGlobalStuff.PREFS_INJECTION, enableInjectionDetector);
                EditorPrefs.SetBool(ActEditorGlobalStuff.PREFS_INJECTION_GLOBAL, enableInjectionDetector);
            }

            if (!enableInjectionDetector)
            {
                ActEditorGlobalStuff.CleanInjectionDetectorData();
            }
            else if (!File.Exists(ActEditorGlobalStuff.INJECTION_DATA_PATH))
            {
                ActPostprocessor.InjectionAssembliesScan();
            }
        }
コード例 #2
0
        private static void WriteWhitelist()
        {
            if (whitelist.Count > 0)
            {
                var fileExisted = File.Exists(whitelistPath);
                ActEditorGlobalStuff.RemoveReadOnlyAttribute(whitelistPath);
                var fs = new FileStream(whitelistPath, FileMode.Create, FileAccess.Write, FileShare.Read);
                var br = new BinaryWriter(fs);

                br.Write(whitelist.Count);

                foreach (var assembly in whitelist)
                {
                    var assemblyName = assembly.name;
                    var hashes       = "";

                    for (var j = 0; j < assembly.hashes.Length; j++)
                    {
                        hashes += assembly.hashes[j];
                        if (j < assembly.hashes.Length - 1)
                        {
                            hashes += ActEditorGlobalStuff.InjectionDataSeparator;
                        }
                    }

                    var line = ObscuredString.EncryptDecrypt(assemblyName + ActEditorGlobalStuff.InjectionDataSeparator + hashes, "Elina");
                    br.Write(line);
                }
                br.Close();
                fs.Close();

                if (!fileExisted)
                {
                    AssetDatabase.Refresh();
                }
            }
            else
            {
                ActEditorGlobalStuff.RemoveReadOnlyAttribute(whitelistPath);

                FileUtil.DeleteFileOrDirectory(whitelistPath);
                FileUtil.DeleteFileOrDirectory(whitelistPath + ".meta");

                AssetDatabase.Refresh();
            }

            ActPostprocessor.InjectionAssembliesScan();
        }
コード例 #3
0
 protected override void DrawUniqueDetectorProperties()
 {
     if (!EditorPrefs.GetBool(ActEditorGlobalStuff.PREFS_INJECTION_ENABLED))
     {
         EditorGUILayout.Separator();
         EditorGUILayout.LabelField("Injection Detector is not enabled!", EditorStyles.boldLabel);
         if (GUILayout.Button("Enable in Settings..."))
         {
             ActSettings.ShowWindow();
         }
     }
     else if (!ActPostprocessor.IsInjectionDetectorTargetCompatible())
     {
         EditorGUILayout.LabelField("Injection Detector disabled for this platform.", EditorStyles.boldLabel);
     }
 }
コード例 #4
0
        private void WriteWhiteList()
        {
            if (whiteList.Count > 0)
            {
                bool fileExisted = File.Exists(whitelistPath);
                ActEditorGlobalStuff.RemoveReadOnlyAttribute(whitelistPath);
                FileStream   fs = new FileStream(whitelistPath, FileMode.Create, FileAccess.Write, FileShare.Read);
                BinaryWriter br = new BinaryWriter(fs);

                br.Write(whiteList.Count);

                foreach (AllowedAssembly assembly in whiteList)
                {
                    string assemblyName = assembly.name;
                    string hashes       = "";

                    for (int j = 0; j < assembly.hashes.Length; j++)
                    {
                        hashes += assembly.hashes[j];
                        if (j < assembly.hashes.Length - 1)
                        {
                            hashes += ActEditorGlobalStuff.INJECTION_DATA_SEPARATOR;
                        }
                    }

                    string line = ObscuredString.EncryptDecrypt(assemblyName + ActEditorGlobalStuff.INJECTION_DATA_SEPARATOR + hashes, "Elina");
                    br.Write(line);
                }
                br.Close();
                fs.Close();

                if (!fileExisted)
                {
                    AssetDatabase.Refresh();
                }
            }
            else
            {
                ActEditorGlobalStuff.RemoveReadOnlyAttribute(whitelistPath);
                FileUtil.DeleteFileOrDirectory(whitelistPath);
                AssetDatabase.Refresh();
            }

            ActPostprocessor.InjectionAssembliesScan();
        }
コード例 #5
0
        private void OnGUI()
        {
            GUILayout.Label("Injection Detector settings (global)", ActEditorGUI.LargeBoldLabel);

            bool enableInjectionDetector = EditorPrefs.GetBool(ActEditorGlobalStuff.PREFS_INJECTION_ENABLED);

            EditorGUI.BeginChangeCheck();
            enableInjectionDetector = GUILayout.Toggle(enableInjectionDetector, "Enable Injection Detector");
            if (EditorGUI.EndChangeCheck())
            {
                EditorPrefs.SetBool(ActEditorGlobalStuff.PREFS_INJECTION_ENABLED, enableInjectionDetector);
                if (enableInjectionDetector && !ActPostprocessor.IsInjectionDetectorTargetCompatible())
                {
                    Debug.LogWarning(ActEditorGlobalStuff.LOG_PREFIX + "Injection Detector is not available on selected platform (" + EditorUserBuildSettings.activeBuildTarget + ")");
                }

                if (!enableInjectionDetector)
                {
                    ActEditorGlobalStuff.CleanInjectionDetectorData();
                }
                else if (!File.Exists(ActEditorGlobalStuff.injectionDataPath))
                {
                    ActPostprocessor.InjectionAssembliesScan();
                }
            }

            if (GUILayout.Button("Edit Whitelist"))
            {
                ActAssembliesWhitelist.ShowWindow();
            }

            EditorGUILayout.Space();
            GUILayout.Label("WallHack Detector settings (per-project)", ActEditorGUI.LargeBoldLabel);
            GUILayout.Label("Wireframe module uses specific shader under the hood. Thus such shader should be included into the build to exist at runtime. To make sure it's get included, you may add it to the Always Included Shaders list using buttons below. You don't need to include it if you're not going to use Wireframe module.", EditorStyles.wordWrappedLabel);

            ReadGraphicsAsset();

            if (graphicsSettingsAsset != null && includedShaders != null)
            {
                // outputs whole included shaders list, use for debug
                //EditorGUILayout.PropertyField(includedShaders, true);

                int shaderIndex = GetWallhackDetectorShaderIndex();

                EditorGUI.BeginChangeCheck();

                if (shaderIndex != -1)
                {
                    GUILayout.Label("Shader already exists in the Always Included Shaders list, you're good to go!", EditorStyles.wordWrappedLabel);
                    if (GUILayout.Button("Remove shader"))
                    {
                        includedShaders.DeleteArrayElementAtIndex(shaderIndex);
                        includedShaders.DeleteArrayElementAtIndex(shaderIndex);
                    }
                }
                else
                {
                    GUILayout.Label("Shader doesn't exists in the Always Included Shaders list.", EditorStyles.wordWrappedLabel);
                    if (GUILayout.Button("Include shader"))
                    {
                        Shader shader = Shader.Find(WIREFRAME_SHADER_NAME);
                        if (shader != null)
                        {
                            includedShaders.InsertArrayElementAtIndex(includedShaders.arraySize);
                            SerializedProperty newItem = includedShaders.GetArrayElementAtIndex(includedShaders.arraySize - 1);
                            newItem.objectReferenceValue = shader;
                        }
                        else
                        {
                            Debug.LogError("Can't find " + WIREFRAME_SHADER_NAME + " shader! Please report this to the  " + ActEditorGlobalStuff.REPORT_EMAIL + " including your Unity version number.");
                        }
                    }
                    if (GUILayout.Button("Open Graphics Settings to manage it manually (see readme.pdf for details)"))
                    {
                        EditorApplication.ExecuteMenuItem("Edit/Project Settings/Graphics");
                    }
                }

                if (EditorGUI.EndChangeCheck())
                {
                    graphicsSettingsAsset.ApplyModifiedProperties();
                }
            }
            else
            {
                GUILayout.Label("Can't automatically control " + WIREFRAME_SHADER_NAME + " shader existence at the Always Included Shaders list. Please, manage this manually in Graphics Settings.");
                if (GUILayout.Button("Open Graphics Settings"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Graphics");
                }
            }
        }
コード例 #6
0
        private void OnGUI()
        {
            GUILayout.Label("You're using Anti-Cheat Toolkit v." + ACTkConstants.Version, ActEditorGUI.LargeBoldLabel);
            EditorGUILayout.Space();
            GUILayout.Label("Injection Detector settings (global)", ActEditorGUI.LargeBoldLabel);

            var enableInjectionDetector = EditorPrefs.GetBool(ActEditorGlobalStuff.PrefsInjectionEnabled);

            EditorGUI.BeginChangeCheck();
            enableInjectionDetector = GUILayout.Toggle(enableInjectionDetector, "Enable Injection Detector");
            if (EditorGUI.EndChangeCheck())
            {
                EditorPrefs.SetBool(ActEditorGlobalStuff.PrefsInjectionEnabled, enableInjectionDetector);
                if (enableInjectionDetector && !ActPostprocessor.IsInjectionDetectorTargetCompatible())
                {
                    Debug.LogWarning(ActEditorGlobalStuff.LogPrefix + "Injection Detector is not available on selected platform (" +
                                     EditorUserBuildSettings.activeBuildTarget + ")");
                }

                if (!enableInjectionDetector)
                {
                    ActEditorGlobalStuff.CleanInjectionDetectorData();
                }
                else if (!File.Exists(ActEditorGlobalStuff.injectionDataPath))
                {
                    ActPostprocessor.InjectionAssembliesScan();
                }
            }

            if (GUILayout.Button("Edit Whitelist"))
            {
                ActAssembliesWhitelist.ShowWindow();
            }

            EditorGUILayout.Space();
            GUILayout.Label("WallHack Detector settings (per-project)", ActEditorGUI.LargeBoldLabel);
            GUILayout.Label(
                "Wireframe module uses specific shader under the hood. Thus such shader should be included into the build to exist at runtime. To make sure it's get included, you may add it to the Always Included Shaders list using buttons below. You don't need to include it if you're not going to use Wireframe module.",
                EditorStyles.wordWrappedLabel);

            ReadGraphicsAsset();

            if (graphicsSettingsAsset != null && includedShaders != null)
            {
                // outputs whole included shaders list, use for debug
                //EditorGUILayout.PropertyField(includedShaders, true);

                var shaderIndex = GetWallhackDetectorShaderIndex();

                EditorGUI.BeginChangeCheck();

                if (shaderIndex != -1)
                {
                    GUILayout.Label("Shader already exists in the Always Included Shaders list, you're good to go!",
                                    EditorStyles.wordWrappedLabel);
                    if (GUILayout.Button("Remove shader"))
                    {
                        includedShaders.DeleteArrayElementAtIndex(shaderIndex);
                        includedShaders.DeleteArrayElementAtIndex(shaderIndex);
                    }
                }
                else
                {
                    GUILayout.Label("Shader doesn't exists in the Always Included Shaders list.", EditorStyles.wordWrappedLabel);
                    if (GUILayout.Button("Include shader"))
                    {
                        var shader = Shader.Find(WireframeShaderName);
                        if (shader != null)
                        {
                            includedShaders.InsertArrayElementAtIndex(includedShaders.arraySize);
                            var newItem = includedShaders.GetArrayElementAtIndex(includedShaders.arraySize - 1);
                            newItem.objectReferenceValue = shader;
                        }
                        else
                        {
                            Debug.LogError("Can't find " + WireframeShaderName + " shader! Please report this to the  " +
                                           ActEditorGlobalStuff.ReportEmail + " including your Unity version number.");
                        }
                    }
                    if (GUILayout.Button("Open Graphics Settings to manage it manually (see readme.pdf for details)"))
                    {
                        EditorApplication.ExecuteMenuItem("Edit/Project Settings/Graphics");
                    }
                }

                if (EditorGUI.EndChangeCheck())
                {
                    graphicsSettingsAsset.ApplyModifiedProperties();
                }
            }
            else
            {
                GUILayout.Label("Can't automatically control " + WireframeShaderName +
                                " shader existence at the Always Included Shaders list. Please, manage this manually in Graphics Settings.");
                if (GUILayout.Button("Open Graphics Settings"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Graphics");
                }
            }

            EditorGUILayout.Space();
            GUILayout.Label("Compilation symbols (per-project)", ActEditorGUI.LargeBoldLabel);
            GUILayout.Label("Here you may switch conditional compilation symbols used in ACTk.\n" +
                            "Check Readme for more details on each symbol.", EditorStyles.wordWrappedLabel);
            EditorGUILayout.Space();
            if (symbolsData == null)
            {
                symbolsData = GetSymbolsData();
            }

            /*if (GUILayout.Button("Reset"))
             * {
             *      var groups = (BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup));
             *      foreach (BuildTargetGroup buildTargetGroup in groups)
             *      {
             *              PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, string.Empty);
             *      }
             * }*/

            EditorGUI.BeginChangeCheck();
            symbolsData.injectionDebug = GUILayout.Toggle(symbolsData.injectionDebug, new GUIContent(SymbolsData.InjectionDebug, "Switches the Injection Detector debug."));
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.injectionDebug)
                {
                    SetSymbol(SymbolsData.InjectionDebug);
                }
                else
                {
                    RemoveSymbol(SymbolsData.InjectionDebug);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.injectionDebugVerbose = GUILayout.Toggle(symbolsData.injectionDebugVerbose, new GUIContent(SymbolsData.InjectionDebugVerbose, "Switches the Injection Detector verbose debug level."));
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.injectionDebugVerbose)
                {
                    SetSymbol(SymbolsData.InjectionDebugVerbose);
                }
                else
                {
                    RemoveSymbol(SymbolsData.InjectionDebugVerbose);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.injectionDebugParanoid = GUILayout.Toggle(symbolsData.injectionDebugParanoid, new GUIContent(SymbolsData.InjectionDebugParanoid, "Switches the Injection Detector paraniod debug level."));
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.injectionDebugParanoid)
                {
                    SetSymbol(SymbolsData.InjectionDebugParanoid);
                }
                else
                {
                    RemoveSymbol(SymbolsData.InjectionDebugParanoid);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.wallhackDebug = GUILayout.Toggle(symbolsData.wallhackDebug, new GUIContent(SymbolsData.WallhackDebug, "Switches the WallHack Detector debug - you'll see the WallHack objects in scene and get extra information in console."));
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.wallhackDebug)
                {
                    SetSymbol(SymbolsData.WallhackDebug);
                }
                else
                {
                    RemoveSymbol(SymbolsData.WallhackDebug);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.excludeObfuscation = GUILayout.Toggle(symbolsData.excludeObfuscation, new GUIContent(SymbolsData.ExcludeObfuscation, "Enable if you use Unity-unaware obfuscators which support ObfuscationAttribute to help avoid names corruption."));
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.excludeObfuscation)
                {
                    SetSymbol(SymbolsData.ExcludeObfuscation);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ExcludeObfuscation);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.preventReadPhoneState = GUILayout.Toggle(symbolsData.preventReadPhoneState, new GUIContent(SymbolsData.PreventReadPhoneState, "Disables ObscuredPrefs Lock To Device functionality."));
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.preventReadPhoneState)
                {
                    SetSymbol(SymbolsData.PreventReadPhoneState);
                }
                else
                {
                    RemoveSymbol(SymbolsData.PreventReadPhoneState);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.preventInternetPermission = GUILayout.Toggle(symbolsData.preventInternetPermission, new GUIContent(SymbolsData.PreventInternetPermission, "Disables TimeCheatingDetector functionality."));
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.preventInternetPermission)
                {
                    SetSymbol(SymbolsData.PreventInternetPermission);
                }
                else
                {
                    RemoveSymbol(SymbolsData.PreventInternetPermission);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.obscuredAutoMigration = GUILayout.Toggle(symbolsData.obscuredAutoMigration, new GUIContent(SymbolsData.ObscuredAutoMigration, "Enables automatic migration of ObscuredFloat and ObscuredDouble instances from the ACTk 1.5.2.0-1.5.8.0 to the 1.5.9.0+ format. Reduces these types performance a bit."));
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.obscuredAutoMigration)
                {
                    SetSymbol(SymbolsData.ObscuredAutoMigration);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ObscuredAutoMigration);
                }

                symbolsData = GetSymbolsData();
            }
        }
コード例 #7
0
        private void OnGUI()
        {
            GUILayout.Label("Injection Detector settings (global)", ActEditorGUI.LargeBoldLabel);

            bool enableInjectionDetector = EditorPrefs.GetBool(ActEditorGlobalStuff.PREFS_INJECTION_ENABLED);

            EditorGUI.BeginChangeCheck();
            enableInjectionDetector = GUILayout.Toggle(enableInjectionDetector, "Enable Injection Detector");
            if (EditorGUI.EndChangeCheck())
            {
                EditorPrefs.SetBool(ActEditorGlobalStuff.PREFS_INJECTION_ENABLED, enableInjectionDetector);
                if (enableInjectionDetector && !ActPostprocessor.IsInjectionDetectorTargetCompatible())
                {
                    Debug.LogWarning(ActEditorGlobalStuff.LOG_PREFIX + "Injection Detector is not available on selected platform (" +
                                     EditorUserBuildSettings.activeBuildTarget + ")");
                }

                if (!enableInjectionDetector)
                {
                    ActEditorGlobalStuff.CleanInjectionDetectorData();
                }
                else if (!File.Exists(ActEditorGlobalStuff.injectionDataPath))
                {
                    ActPostprocessor.InjectionAssembliesScan();
                }
            }

            if (GUILayout.Button("Edit Whitelist"))
            {
                ActAssembliesWhitelist.ShowWindow();
            }

            EditorGUILayout.Space();
            GUILayout.Label("WallHack Detector settings (per-project)", ActEditorGUI.LargeBoldLabel);
            GUILayout.Label(
                "Wireframe module uses specific shader under the hood. Thus such shader should be included into the build to exist at runtime. To make sure it's get included, you may add it to the Always Included Shaders list using buttons below. You don't need to include it if you're not going to use Wireframe module.",
                EditorStyles.wordWrappedLabel);

            ReadGraphicsAsset();

            if (graphicsSettingsAsset != null && includedShaders != null)
            {
                // outputs whole included shaders list, use for debug
                //EditorGUILayout.PropertyField(includedShaders, true);

                int shaderIndex = GetWallhackDetectorShaderIndex();

                EditorGUI.BeginChangeCheck();

                if (shaderIndex != -1)
                {
                    GUILayout.Label("Shader already exists in the Always Included Shaders list, you're good to go!",
                                    EditorStyles.wordWrappedLabel);
                    if (GUILayout.Button("Remove shader"))
                    {
                        includedShaders.DeleteArrayElementAtIndex(shaderIndex);
                        includedShaders.DeleteArrayElementAtIndex(shaderIndex);
                    }
                }
                else
                {
                    GUILayout.Label("Shader doesn't exists in the Always Included Shaders list.", EditorStyles.wordWrappedLabel);
                    if (GUILayout.Button("Include shader"))
                    {
                        Shader shader = Shader.Find(WIREFRAME_SHADER_NAME);
                        if (shader != null)
                        {
                            includedShaders.InsertArrayElementAtIndex(includedShaders.arraySize);
                            SerializedProperty newItem = includedShaders.GetArrayElementAtIndex(includedShaders.arraySize - 1);
                            newItem.objectReferenceValue = shader;
                        }
                        else
                        {
                            Debug.LogError("Can't find " + WIREFRAME_SHADER_NAME + " shader! Please report this to the  " +
                                           ActEditorGlobalStuff.REPORT_EMAIL + " including your Unity version number.");
                        }
                    }
                    if (GUILayout.Button("Open Graphics Settings to manage it manually (see readme.pdf for details)"))
                    {
                        EditorApplication.ExecuteMenuItem("Edit/Project Settings/Graphics");
                    }
                }

                if (EditorGUI.EndChangeCheck())
                {
                    graphicsSettingsAsset.ApplyModifiedProperties();
                }
            }
            else
            {
                GUILayout.Label("Can't automatically control " + WIREFRAME_SHADER_NAME +
                                " shader existence at the Always Included Shaders list. Please, manage this manually in Graphics Settings.");
                if (GUILayout.Button("Open Graphics Settings"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Graphics");
                }
            }

            EditorGUILayout.Space();
            GUILayout.Label("Compilation symbols (per-project)", ActEditorGUI.LargeBoldLabel);
            GUILayout.Label("Here you may switch conditional compilation symbols used in ACTk.\n" +
                            "Check Readme for more details on each symbol.", EditorStyles.wordWrappedLabel);
            EditorGUILayout.Space();
            if (symbolsData == null)
            {
                symbolsData = GetSymbolsData();
            }

            /*if (GUILayout.Button("Reset"))
             * {
             *      var groups = (BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup));
             *      foreach (BuildTargetGroup buildTargetGroup in groups)
             *      {
             *              PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, string.Empty);
             *      }
             * }*/

            EditorGUI.BeginChangeCheck();
            symbolsData.injectionDebug = GUILayout.Toggle(symbolsData.injectionDebug, SymbolsData.ACTK_INJECTION_DEBUG);
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.injectionDebug)
                {
                    SetSymbol(SymbolsData.ACTK_INJECTION_DEBUG);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ACTK_INJECTION_DEBUG);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.injectionDebugVerbose = GUILayout.Toggle(symbolsData.injectionDebugVerbose, SymbolsData.ACTK_INJECTION_DEBUG_VERBOSE);
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.injectionDebugVerbose)
                {
                    SetSymbol(SymbolsData.ACTK_INJECTION_DEBUG_VERBOSE);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ACTK_INJECTION_DEBUG_VERBOSE);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.injectionDebugParanoid = GUILayout.Toggle(symbolsData.injectionDebugParanoid, SymbolsData.ACTK_INJECTION_DEBUG_PARANOID);
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.injectionDebugParanoid)
                {
                    SetSymbol(SymbolsData.ACTK_INJECTION_DEBUG_PARANOID);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ACTK_INJECTION_DEBUG_PARANOID);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.wallhackDebug = GUILayout.Toggle(symbolsData.wallhackDebug, SymbolsData.ACTK_WALLHACK_DEBUG);
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.wallhackDebug)
                {
                    SetSymbol(SymbolsData.ACTK_WALLHACK_DEBUG);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ACTK_WALLHACK_DEBUG);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.excludeObfuscation = GUILayout.Toggle(symbolsData.excludeObfuscation, SymbolsData.ACTK_EXCLUDE_OBFUSCATION);
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.excludeObfuscation)
                {
                    SetSymbol(SymbolsData.ACTK_EXCLUDE_OBFUSCATION);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ACTK_EXCLUDE_OBFUSCATION);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.preventReadPhoneState = GUILayout.Toggle(symbolsData.preventReadPhoneState, SymbolsData.ACTK_PREVENT_READ_PHONE_STATE);
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.preventReadPhoneState)
                {
                    SetSymbol(SymbolsData.ACTK_PREVENT_READ_PHONE_STATE);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ACTK_PREVENT_READ_PHONE_STATE);
                }

                symbolsData = GetSymbolsData();
            }

            EditorGUI.BeginChangeCheck();
            symbolsData.preventInternetPermission = GUILayout.Toggle(symbolsData.preventInternetPermission, SymbolsData.ACTK_PREVENT_INTERNET_PERMISSION);
            if (EditorGUI.EndChangeCheck())
            {
                if (symbolsData.preventInternetPermission)
                {
                    SetSymbol(SymbolsData.ACTK_PREVENT_INTERNET_PERMISSION);
                }
                else
                {
                    RemoveSymbol(SymbolsData.ACTK_PREVENT_INTERNET_PERMISSION);
                }

                symbolsData = GetSymbolsData();
            }
        }