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Enable Cursor when menu is opened, CollectibleESP and log to Console, etc. #1

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marzika opened this issue Apr 25, 2017 · 1 comment

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@marzika
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marzika commented Apr 25, 2017

	public static NeedsCursor needsCursor;

...

		if (needsCursor == null)
			needsCursor = GetComponent<NeedsCursor>();
		needsCursor.enabled = shouldDrawMainMenu;

CollectibleEntity - Corn, Hemp, Pumpkin

ConsoleUI.Log(string msg) - Console logging

Item.info.displayName.english - Nice name instead of "ak47,entity" -> Assault Rifle

		public static void DrawLine (Vector2 pointA, Vector2 pointB, Color color)
		{
			if (Canvas.lineMaterial == null) {
				Canvas.lineMaterial = new Material ("Shader \"Lines/Colored Blended\" {SubShader { Pass {   BindChannels { Bind \"Color\",color }   Blend SrcAlpha OneMinusSrcAlpha   ZWrite Off Cull Off Fog { Mode Off }} } }");
				Canvas.lineMaterial.hideFlags = (HideFlags.HideInHierarchy | HideFlags.DontSaveInEditor | HideFlags.NotEditable);
				Canvas.lineMaterial.shader.hideFlags = (HideFlags.HideInHierarchy | HideFlags.DontSaveInEditor | HideFlags.NotEditable);
			}
			Canvas.lineMaterial.SetPass (0);
			GL.Begin (1);
			GL.Color (color);
			GL.Vertex3 (pointA.x, pointA.y, 0f);
			GL.Vertex3 (pointB.x, pointB.y, 0f);
			GL.End ();
		}

BasePlayer.playerModel.collision.bounds for 3D BoundingBox

Projectile.DoHit(HitInfo) -> Silent Aim?

Resource.DoHitNotify(HitInfo) -> AutoGather

@marzika marzika changed the title Enable Cursor when menu is opened, CollectibleESP and log to Console Enable Cursor when menu is opened, CollectibleESP and log to Console, etc. Apr 25, 2017
@marzika
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marzika commented May 7, 2017

  • NeedsCursor -> Not possible this way

  • CollectibleESP

  • Console Logging

  • DisplayName

  • DrawLine

  • 3D BoundingBox

  • SilentAim

  • AutoGather

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