winstxnhdw / lc-hax

A powerful, feature-rich and highly performant internal cheat for the co-op indie horror video game, Lethal Company.
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A Little more of new things. #317

Closed xAstroBoy closed 4 months ago

xAstroBoy commented 5 months ago

With a harmony patch i found a way to override the purchase requirement and just wear it locally till it gets unlocked . add /spawn <amount?> add /enemies , it dumps the current level enemies in chat add /suit

add a new hook because is how mods spawn their enemies, which now ESP will cover.

xAstroBoy commented 5 months ago

@winstxnhdw check

xAstroBoy commented 5 months ago

@winstxnhdw check the new changes, triggermod has more power now.

winstxnhdw commented 5 months ago

I don't really understand what some of this is doing. I think given the size of the PR, I'll only be able to give a proper review next week.

xAstroBoy commented 5 months ago

I don't really understand what some of this is doing. I think given the size of the PR, I'll only be able to give a proper review next week.

the size of the PR won't matter as most of it is already merged, is just github being github.

winstxnhdw commented 5 months ago

No, I meant that given the size of this PR (296 lines), it will take me a while to review everything. The quality is not exactly top-notch so there's a lot for me to go through. I am also pretty busy this week.

xAstroBoy commented 5 months ago

No, I meant that given the size of this PR (296 lines), it will take me a while to review everything. The quality is not exactly top-notch so there's a lot for me to go through. I am also pretty busy this week.

Oh, it just gives TriggerMod to interact with props without holding them .

In case is a noise prop, you can make it play noises without holding them. In case is a animated prop, you can make it animate without holding it from phantom camera. in case is just a normal prop, you can make it fall and play a SFX noise which will grab the player's attention.

winstxnhdw commented 5 months ago

in case is just a normal prop, you can make it fall and play a SFX noise

What does it mean to make it 'fall'?

xAstroBoy commented 5 months ago

in case is just a normal prop, you can make it fall and play a SFX noise

What does it mean to make it 'fall'?

it makes it jump like someone dropped it along with the drop noise which can be used to troll players.

xAstroBoy commented 5 months ago

@winstxnhdw added /respawn and improved godmode to cover all methods that can break the game functionality . Enemies will interact but not able to do their kill moves.

winstxnhdw commented 5 months ago

You got /respawn to work? I have tried the same thing several times with no luck. What was the catch here?

xAstroBoy commented 5 months ago

You got /respawn to work? I have tried the same thing several times with no luck. What was the catch here?

just a bit of editing and removing what was not required to make the local player to show up, haven't tested yet but i copied and edited a bit the one from project apparatus because is the same approach but without destroying the body and other stuff, it focuses only on reviving the player locally.

winstxnhdw commented 5 months ago

I am doubtful it would work. The previous time I tried the same exact thing, but didn’t include the stuff with the audio, and it couldn’t work. Maybe the audio was the catch, seeing how hear breaks reconnecting to the world if you don’t handle the audio.

You should test it before we move any further.

xAstroBoy commented 5 months ago

God Mode works perfectly, tried fatal enemies moves, it will make them always work, but not able to kill under god mode protection, and you forgot to set the __result in the AllowPlayerDeath() method.

winstxnhdw commented 5 months ago

and you forgot to set the __result in the AllowPlayerDeath() method.

huh? how’d GodMode work all this time then.

xAstroBoy commented 5 months ago

and you forgot to set the __result in the AllowPlayerDeath() method.

huh? how’d GodMode work all this time then.

no clue, but this time is fixed for good, enemies can try to do their fatality under god mode but no death.

xAstroBoy commented 5 months ago

@winstxnhdw can confirm /respawn works.

winstxnhdw commented 5 months ago

Very sick, but also really concerning how it’s suddenly working 🤔

joep26020 commented 5 months ago

wait so respawn command works now without needing host?

winstxnhdw commented 5 months ago

Respawn never needed host. It just never worked when I tried. It just showed the damage HUD for me and then nothing happens.

xAstroBoy commented 5 months ago

Respawn never needed host. It just never worked when I tried. It just showed the damage HUD for me and then nothing happens.

Im working on enchancing the possession mod, using a decompiled version of the control company mod we dont need host to control the existing enemies, which im adapting this functionality

winstxnhdw commented 5 months ago

We never needed host to possess or control monsters either. ChangeEnemyOwnershipRPC is sufficient. Please don’t overdo it. It should be easy to extend Possession to ControlCompany’s feature.

This is what I’d do:

  1. Bind left and right-click to InputListener and subscribe to their events
  2. Abstract the events into primary and secondary abilities
  3. Similar to fatality, assign a method to handle all supported enemies
xAstroBoy commented 5 months ago

We never needed host to possess or control monsters either. ChangeEnemyOwnershipRPC is sufficient. Please don’t overdo it. It should be easy to extend Possession to ControlCompany’s feature.

This is what I’d do:

  1. Bind left and right-click to InputListener and subscribe to their events
  2. Abstract the events into primary and secondary abilities
  3. Similar to fatality, assign a primary and secondary ability to all supported enemies

i am not overdoing it, i am fixing controlcompany features over the Lc-hax functionality, then we can adjust to make it work completely along with it's enemy controllers, i already added the mouse bindings, now im fixing the controllers and adapting them to work along.

winstxnhdw commented 5 months ago

That really does sound like you are doing too much. We already have our RigidbodyController. I hope you are not planning to introduce another controller or another Possession mod.

xAstroBoy commented 5 months ago

That really does sound like you are doing too much. We already have our RigidbodyController. I hope you are not planning to introduce another controller or another Possession mod.

no rigidbody controller, just a specified enemy controller for each existing enemy, there's 12 controllers as the slime does not require one.

Each enemy has his own features and his own available skills, they all inherit PossessionMod.

winstxnhdw commented 5 months ago

I know that ControlCompany has a dedicated controller for each enemy, but do we really need that level of accuracy rather than using our generic controller? Think simpler. IMO, the improved controller @D1GQ made is sufficient.

xAstroBoy commented 5 months ago

I know that ControlCompany has a dedicated controller for each enemy, but do we really need that level of accuracy rather using our generic controller? Think simpler. IMO, the improved controller @D1GQ made is sufficient.

yes we do, because we can actually use each proper enemy control as they have each unique methods... and is easier to maintain it this way.

Ex : with maskeds you cannot currently exit the map if possessing it over here, i figured how ControlCompany does and we can actually replicate it.

winstxnhdw commented 5 months ago

Okay. If you really insist on this, then do it on a separate clean PR since it’ll be a massive change. It’ll also be under really strict reviews, since this is going to completely replace our core feature, Possession.

xAstroBoy commented 5 months ago

Okay. If you really insist on this, then do it on a separate clean PR since it’ll be a massive change. It’ll also be under really strict reviews, since this is going to completely replace our core feature, Possession.

no replacement as it all inherits the possession core feature, it just makes a few possession events overridable.

winstxnhdw commented 5 months ago

Sure, just don’t add to this branch anymore. I want to merge this by Tuesday.

xAstroBoy commented 5 months ago

Sure, just don’t add to this branch anymore. I want to merge this by Tuesday.

change of plans, im doing a PossessionMod ovehaul, no controllers, all in one mostly with extensions , a way to identify which enemy type is being controlled, which will make it a little bit less confusive and it will be just one controller.

winstxnhdw commented 5 months ago

That sounds a bit more sane.

xAstroBoy commented 5 months ago

That sounds a bit more sane.

And im porting all the controllers systems into extensions which will be less painful to use and i can make one method and run based off which enemyai the enumerator will be set to using a switch case and is more compact

winstxnhdw commented 5 months ago

@xAstroBoy Could you move respawn into a separate PR as well? I think we can merge that instantly. Commands like suit still need refactoring before it’s ready.

winstxnhdw commented 4 months ago

This PR is messed. I'll just refer to it one-by-one and implement them.