git push origin mainMerge branch 'adf-patch-1'

This commit is contained in:
gcdsfh145
2026-05-02 14:51:23 +08:00
+46 -27
View File
@@ -1916,15 +1916,6 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
} }
} }
if (ImGui::CollapsingHeader("内置服务器")) {
if (ImGui::Button("Aure-校长服", ImVec2(-1, 35))) {
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(), "open 8daae90eea6a.ofalias.com:40049",
UGameplayStatics::GetPlayerController(GetWorld(), 0));
SDK::UGameBackendHUD* Instance = UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD* HUD = Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus = "Fighting";
}
}
ImGui::PopItemWidth(); ImGui::PopItemWidth();
ImGui::EndTabItem(); ImGui::EndTabItem();
} }
@@ -2225,37 +2216,37 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
} }
} }
if (ImGui::Button("枪械一套", ImVec2(-1,35))){ if (ImGui::Button("枪械一套", ImVec2(-1, 35))) {
auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent; auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
if (WeaponManagerComponent) { if (WeaponManagerComponent) {
auto Slot = WeaponManagerComponent->GetCurrentUsingPropSlot(); auto Slot = WeaponManagerComponent->GetCurrentUsingPropSlot();
if ((int) Slot.GetValue() >= 1 && (int) Slot.GetValue() <= 3) { if ((int)Slot.GetValue() >= 1 && (int)Slot.GetValue() <= 3) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated; auto CurrentWeaponReplicated = (ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated;
if (CurrentWeaponReplicated) { if (CurrentWeaponReplicated) {
auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp; auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp; auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp;
if (ShootWeaponEntityComp && ShootWeaponEffectComp) { if (ShootWeaponEntityComp && ShootWeaponEffectComp) {
memset(&ShootWeaponEntityComp->RecoilInfo, 0, sizeof(FSRecoilInfo)); memset(&ShootWeaponEntityComp->RecoilInfo, 0, sizeof(FSRecoilInfo));
ShootWeaponEntityComp->AccessoriesVRecoilFactor = 0.0f; ShootWeaponEntityComp->AccessoriesVRecoilFactor = 0.0f;
ShootWeaponEntityComp->AccessoriesHRecoilFactor = 0.0f; ShootWeaponEntityComp->AccessoriesHRecoilFactor = 0.0f;
ShootWeaponEntityComp->AccessoriesRecoveryFactor = 0.0f; ShootWeaponEntityComp->AccessoriesRecoveryFactor = 0.0f;
memset(&ShootWeaponEntityComp->DeviationInfo, 0, sizeof(FSDeviation)); memset(&ShootWeaponEntityComp->DeviationInfo, 0, sizeof(FSDeviation));
ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f; ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f;
ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f; ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f;
ShootWeaponEntityComp->GameDeviationFactor = 0.0f; ShootWeaponEntityComp->GameDeviationFactor = 0.0f;
ShootWeaponEntityComp->GameDeviationAccuracy = 0.0f; ShootWeaponEntityComp->GameDeviationAccuracy = 0.0f;
ShootWeaponEntityComp->CrossHairInitialSize = 0.0f; ShootWeaponEntityComp->CrossHairInitialSize = 0.0f;
ShootWeaponEntityComp->CrossHairBurstSpeed = 0.0f; ShootWeaponEntityComp->CrossHairBurstSpeed = 0.0f;
ShootWeaponEntityComp->CrossHairBurstIncreaseSpeed = 0.0f; ShootWeaponEntityComp->CrossHairBurstIncreaseSpeed = 0.0f;
ShootWeaponEntityComp->RecoilKickADS = 0.0f; ShootWeaponEntityComp->RecoilKickADS = 0.0f;
memset(&ShootWeaponEntityComp->DeviationInfo, 0, sizeof(FSDeviation)); memset(&ShootWeaponEntityComp->DeviationInfo, 0, sizeof(FSDeviation));
ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f; ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f;
ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f; ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f;
ShootWeaponEntityComp->GameDeviationFactor = 0.0f; ShootWeaponEntityComp->GameDeviationFactor = 0.0f;
@@ -2263,7 +2254,7 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
ShootWeaponEntityComp->CrossHairInitialSize = 0.0f; ShootWeaponEntityComp->CrossHairInitialSize = 0.0f;
ShootWeaponEntityComp->CrossHairBurstSpeed = 0.0f; ShootWeaponEntityComp->CrossHairBurstSpeed = 0.0f;
ShootWeaponEntityComp->CrossHairBurstIncreaseSpeed = 0.0f; ShootWeaponEntityComp->CrossHairBurstIncreaseSpeed = 0.0f;
ShootWeaponEffectComp->CameraShakeInnerRadius = 0.0f; ShootWeaponEffectComp->CameraShakeInnerRadius = 0.0f;
ShootWeaponEffectComp->CameraShakeOuterRadius = 0.0f; ShootWeaponEffectComp->CameraShakeOuterRadius = 0.0f;
ShootWeaponEffectComp->CameraShakFalloff = 0.0f; ShootWeaponEffectComp->CameraShakFalloff = 0.0f;
@@ -2337,6 +2328,34 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
} }
} }
} }
if (ImGui::Button("开启240帧", ImVec2(-1, 35))) {
auto objs = UObject::GetGlobalObjects();
for (int i = 0; i < objs.Num(); i++) {
auto Object = objs.GetByIndex(i);
if (isObjectInvalid(Object)) continue;
if (Object->IsA(USTExtraGameInstance::StaticClass())) {
auto SDK_USTExtraGameInstance = (USTExtraGameInstance*)Object;
SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSLow = 240;
SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 240;
SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHigh = 240;
SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHDR = 240;
}
}
}
if (ImGui::Button("开启60帧", ImVec2(-1, 35))) {
auto objs = UObject::GetGlobalObjects();
for (int i = 0; i < objs.Num(); i++) {
auto Object = objs.GetByIndex(i);
if (isObjectInvalid(Object)) continue;
if (Object->IsA(USTExtraGameInstance::StaticClass())) {
auto SDK_USTExtraGameInstance = (USTExtraGameInstance*)Object;
SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSLow = 60;
SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 60;
SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHigh = 60;
SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHDR = 60;
}
}
}
if (ImGui::Button("无限子弹", ImVec2(-1, 35))) { if (ImGui::Button("无限子弹", ImVec2(-1, 35))) {
auto objs = UObject::GetGlobalObjects(); auto objs = UObject::GetGlobalObjects();
@@ -2344,12 +2363,12 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
auto Object = objs.GetByIndex(i); auto Object = objs.GetByIndex(i);
if (isObjectInvalid(Object)) continue; if (isObjectInvalid(Object)) continue;
if (Object->IsA(UShootWeaponEntity::StaticClass())) { if (Object->IsA(UShootWeaponEntity::StaticClass())) {
auto playerChar = (UShootWeaponEntity *) Object; auto playerChar = (UShootWeaponEntity*)Object;
playerChar->bHasInfiniteClips = true; playerChar->bHasInfiniteClips = true;
playerChar->bClipHasInfiniteBullets = true; playerChar->bClipHasInfiniteBullets = true;
} }
if (Object->IsA(ASTExtraShootWeapon::StaticClass())) { if (Object->IsA(ASTExtraShootWeapon::StaticClass())) {
auto playerChar = (ASTExtraShootWeapon *) Object; auto playerChar = (ASTExtraShootWeapon*)Object;
playerChar->CurMaxBulletNumInOneClip = 105; playerChar->CurMaxBulletNumInOneClip = 105;
} }
} }