mirror of
https://github.com/ocornut/imgui.git
synced 2026-11-06 14:35:51 +01:00
Update main.cpp
This commit is contained in:
parent
9931445697
commit
d1aa7a48b2
244
main.cpp
244
main.cpp
@ -36,20 +36,22 @@ struct {
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float renderH = 0.0f;
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float physW = 3392.0f;
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float physH = 2400.0f;
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bool isSizeAutoDetected = false;
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float offsetX = 0.0f;
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float offsetY = 0.0f;
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} g_Touch;
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static float g_DynamicScale = 1.0f;
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static float g_BaseWindowHeight = 0.0f;
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static float g_UserUIScale = 1.1f;
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static float g_UserUIScale = 1.2f;
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// Hook 状态实时监控
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static std::atomic<int> g_InitActorTriggerCount{0};
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static std::atomic<int> g_DobbyStatus{-99}; // -99 表示尚未尝试
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static uintptr_t g_GameBase = 0;
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static uintptr_t g_HookAddr_InitActor = 0;
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static uintptr_t g_HookAddr_ClearActor = 0;
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// =================================================================
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// 核心:使用管道进行安全内存读取
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// =================================================================
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static int g_SafePipe[2] = {-1, -1};
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void InitSafePipe() {
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if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
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@ -72,13 +74,7 @@ struct DynamicOffsets {
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uint32_t addr1_to_addr2 = 16;
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uint32_t item_to_addr3 = 24;
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uint32_t addr3_to_addr4 = 48;
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uint32_t addr3_to_addr5 = 256;
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uint32_t addr3_to_addr6 = 112;
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uint32_t prop_gold = 32;
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uint32_t prop_hp = 48;
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uint32_t prop_maxhp = 50;
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uint32_t prop_level = 80;
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uint32_t prop_hp = 48;
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};
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DynamicOffsets g_Offsets;
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@ -89,10 +85,8 @@ struct DebugChain {
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uintptr_t addr1 = 0;
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uintptr_t addr2 = 0;
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struct Item {
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uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
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// 最终数据存放地址,方便看哪一步断了
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uintptr_t gold_ptr = 0, hp_ptr = 0, level_ptr = 0;
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} items[15];
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uintptr_t base = 0, addr3 = 0, addr4 = 0, hp_final_ptr = 0;
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} items[10];
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};
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struct GameSnapshot {
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@ -105,6 +99,7 @@ std::mutex g_SnapshotMutex;
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GameSnapshot g_CurrentSnapshot;
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std::atomic<uintptr_t> g_ActorManager{0};
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// 数据抓取后台线程
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void DataWorkerThread() {
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while (true) {
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GameSnapshot newSnap;
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@ -122,28 +117,17 @@ void DataWorkerThread() {
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
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newSnap.debug.addr2 = addr2;
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if (addr2) {
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for (int i = 0; i < 15; ++i) {
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for (int i = 0; i < 10; ++i) {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
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newSnap.debug.items[i].base = item;
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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
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newSnap.debug.items[i].addr3 = addr3;
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if (!addr3) continue;
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
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newSnap.debug.items[i].addr4 = addr4;
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if (addr4) {
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newSnap.debug.items[i].gold_ptr = addr4 + currOff.prop_gold;
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newSnap.debug.items[i].hp_ptr = addr4 + currOff.prop_hp;
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newSnap.debug.items[i].level_ptr = addr4 + currOff.prop_level;
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if (addr3) {
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
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newSnap.debug.items[i].addr4 = addr4;
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if (addr4) newSnap.debug.items[i].hp_final_ptr = addr4 + currOff.prop_hp;
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}
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
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newSnap.debug.items[i].addr5 = addr5;
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
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newSnap.debug.items[i].addr6 = addr6;
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}
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}
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}
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@ -168,95 +152,86 @@ uintptr_t GetModuleBase(const char* module_name) {
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return base;
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}
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// =================================================================
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// 目标 Hook 函数
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// =================================================================
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void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
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void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
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g_InitActorTriggerCount++;
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LOGI("[****************] InitActorParams Hooked! x0 = %p [****************]", x0);
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g_ActorManager.store((uintptr_t)x0);
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old_InitActorParams(x0, x1, x2, x3);
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}
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void (*old_ClearActor)(void* x0);
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void hook_ClearActor(void* x0) {
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g_ActorManager.store(0);
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old_ClearActor(x0);
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}
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// =================================================================
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// 核心:输出所有捕获到的地址
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// UI 渲染
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// =================================================================
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(w * 0.4f, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(w * 0.45f, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.52f, h * 0.85f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("内存地址链路全监控", nullptr, ImGuiWindowFlags_None)) {
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if (ImGui::CollapsingHeader("偏移量实时微调面板", ImGuiTreeNodeFlags_DefaultOpen)) {
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if (ImGui::Begin("全量地址链路监控 (Debug Mode)")) {
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// 1. Hook 诊断区 (核心)
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "---- 核心 Hook 状态诊断 ----");
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ImGui::Text("Dobby 挂载状态: "); ImGui::SameLine();
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if (g_DobbyStatus == 0) ImGui::TextColored(ImVec4(0, 1, 0, 1), "已挂载 (Success)");
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else if (g_DobbyStatus == -99) ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1), "尚未尝试...");
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else ImGui::TextColored(ImVec4(1, 0, 0, 1), "挂载失败! 错误码: %d", (int)g_DobbyStatus);
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ImGui::Text("Hook 触发次数: "); ImGui::SameLine();
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ImGui::TextColored(g_InitActorTriggerCount > 0 ? ImVec4(0, 1, 0, 1) : ImVec4(1, 0.5f, 0, 1),
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"%d 次", (int)g_InitActorTriggerCount);
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if (g_InitActorTriggerCount == 0) {
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ImGui::TextColored(ImVec4(1, 0, 0, 1), "注意: 如果你已在对局中但触发次数为0,说明 Hook 没生效!");
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}
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ImGui::Separator();
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// 2. 偏移调节
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if (ImGui::CollapsingHeader("偏移微调 (十进制按钮)", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::Text("%s: %d (0x%X)", label, val, val);
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ImGui::Text("%s: %u (0x%X)", label, val, val);
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if (ImGui::Button("-1")) val -= 1; ImGui::SameLine();
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+8")) val += 8;
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ImGui::PopID();
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ImGui::Separator();
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};
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drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("实体 (item + ?)", g_Offsets.item_to_addr3);
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drawOffsetBtn("第一级 (X0 + ?)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("英雄数组 (Addr1 + ?)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("英雄数据 (Item + ?)", g_Offsets.item_to_addr3);
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}
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ImGui::Separator();
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// 3. 地址树
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ImGui::Separator();
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const auto& d = snap.debug;
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const auto& off = snap.offsets;
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// 顶层链路
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ImGui::TextColored(ImVec4(0,1,1,1), "模块基址: 0x%lx", g_GameBase);
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "起点 X0: 0x%lx (触发:%d)", d.baseX0, g_InitActorTriggerCount.load());
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 地址 1 (X0 + %d): 0x%lx", off.x0_to_addr1, d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 英雄数组 (Addr1 + %d): 0x%lx", off.addr1_to_addr2, d.addr2);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "libil2cpp 基址: 0x%lx", g_GameBase);
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] X0 基地址: 0x%lx", d.baseX0);
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ImGui::Separator();
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ImGui::Text("---- 英雄单元详细内存树 ----");
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if (d.addr2 != 0) {
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for (int i = 0; i < 15; i++) {
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if (d.items[i].base == 0) continue;
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char nodeName[128];
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snprintf(nodeName, sizeof(nodeName), "玩家[%d] 实例地址: 0x%lx", i, d.items[i].base);
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if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
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// 第一级跳转:实体数据
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ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ [+%d] 详细数据(Addr3): 0x%lx", off.item_to_addr3, d.items[i].addr3);
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if (d.items[i].addr3) {
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// 第二级跳转:三个主要功能区
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if (ImGui::TreeNode("查看具体功能区与数据末端地址")) {
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// Addr4: 属性区
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ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" ├─ Addr4 (属性区): 0x%lx", d.items[i].addr4);
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if (d.items[i].addr4) {
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ImGui::BulletText("HP 存放地址: 0x%lx", d.items[i].hp_ptr);
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ImGui::BulletText("金币存放地址: 0x%lx", d.items[i].gold_ptr);
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ImGui::BulletText("等级存放地址: 0x%lx", d.items[i].level_ptr);
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}
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// Addr5: 坐标区
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ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" ├─ Addr5 (世界坐标区): 0x%lx", d.items[i].addr5);
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// Addr6: 雷达区
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ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ Addr6 (雷达区): 0x%lx", d.items[i].addr6);
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ImGui::TreePop();
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}
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if (d.baseX0) {
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ Addr1: 0x%lx (X0+%d)", d.addr1, off.x0_to_addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ 英雄数组: 0x%lx (Addr1+%d)", d.addr2, off.addr1_to_addr2);
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if (d.addr2) {
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ImGui::Separator();
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for (int i = 0; i < 5; i++) {
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if (d.items[i].base == 0) continue;
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char lbl[128]; snprintf(lbl, 128, "英雄[%d] 实例: 0x%lx", i, d.items[i].base);
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if (ImGui::TreeNode(lbl)) {
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ImGui::Text("Addr3: 0x%lx", d.items[i].addr3);
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ImGui::Text("Addr4: 0x%lx", d.items[i].addr4);
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ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "最终数据存放点: 0x%lx", d.items[i].hp_final_ptr);
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ImGui::TreePop();
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}
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ImGui::TreePop();
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}
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}
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} else {
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ImGui::TextColored(ImVec4(1,0,0,1), "英雄数组为空,请进入对局触发 InitActor。");
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}
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}
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ImGui::End();
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@ -265,27 +240,6 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
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static p_InputConsumer_consume old_consume = nullptr;
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void handle_android_event(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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float autoScaleX = (g_Touch.renderW > 0) ? (g_Touch.renderW / g_Touch.physW) : 1.0f;
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float autoScaleY = (g_Touch.renderH > 0) ? (g_Touch.renderH / g_Touch.physH) : 1.0f;
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g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX;
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g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down.store(true);
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down.store(false);
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}
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}
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
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int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
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if (res == 0 && outEvent && *outEvent) handle_android_event((AInputEvent*)(*outEvent));
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return res;
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}
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface);
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@ -298,10 +252,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGuiIO& io = ImGui::GetIO();
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const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf" };
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const char* myFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf" };
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for (int i = 0; i < 4; i++) {
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if (access(systemFonts[i], R_OK) == 0) {
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io.Fonts->AddFontFromFileTTF(systemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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if (access(myFonts[i], R_OK) == 0) {
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io.Fonts->AddFontFromFileTTF(myFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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g_FontLoaded = true; break;
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}
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}
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@ -313,63 +267,63 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down.load();
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float deviceScale = (float)h / 1000.0f;
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if (deviceScale < 1.0f) deviceScale = 1.0f;
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float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
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static ImGuiStyle default_style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle();
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style = default_style;
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 12.0f;
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style.FramePadding = ImVec2(10, 10);
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style.WindowTitleAlign = ImVec2(0.5f, 0.5f);
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float finalScale = (h / 1000.0f) * g_UserUIScale;
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 10.0f;
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style.WindowTitleAlign = ImVec2(0.5f, 0.5f);
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io.FontGlobalScale = 1.2f * finalScale;
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ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
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if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f;
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ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.4f, h * 0.3f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("全自动对局助手 (调试模式)")) {
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ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
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if (ImGui::Begin("自动对局控制台 (SGame/V3)")) {
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ImGui::SliderFloat("菜单大小", &g_UserUIScale, 0.5f, 2.0f);
|
||||
if (ImGui::Button(" 重置触控校准 (RESET) ")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; }
|
||||
ImGui::Text("触控偏移: X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY);
|
||||
if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
|
||||
if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
|
||||
if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
|
||||
if (ImGui::Button("+10##y")) g_Touch.offsetY += 10;
|
||||
ImGui::Separator();
|
||||
ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "正在对局" : "空闲");
|
||||
ImGui::Text("数据读取状态: %s", snapshot.inMatch ? "读取中" : "待命中");
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
DrawPointerDebugger(snapshot, w, h);
|
||||
|
||||
ImGui::Render();
|
||||
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v);
|
||||
glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); glDisable(GL_DEPTH_TEST);
|
||||
glViewport(0, 0, w, h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
glViewport(v[0], v[1], v[2], v[3]);
|
||||
return old_eglSwapBuffers(dpy, surface);
|
||||
}
|
||||
|
||||
void* DelayedHookThread(void*) {
|
||||
InitSafePipe();
|
||||
|
||||
// 1. 立即挂载渲染 Hook,菜单秒弹
|
||||
void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
|
||||
if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
|
||||
void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
|
||||
if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
|
||||
|
||||
std::thread(DataWorkerThread).detach();
|
||||
|
||||
// 2. 后台循环等待并挂载 RVA Hook
|
||||
while (true) {
|
||||
uintptr_t base = GetModuleBase(GAME_MODULE);
|
||||
if (base) {
|
||||
g_GameBase = base;
|
||||
g_HookAddr_InitActor = base + 0x73507bc;
|
||||
g_HookAddr_ClearActor = base + 0x734bc10;
|
||||
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
|
||||
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
|
||||
|
||||
// 尝试 Hook 并记录状态
|
||||
int ret = DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
|
||||
g_DobbyStatus.store(ret);
|
||||
|
||||
if (ret == 0) {
|
||||
LOGI("[+] libil2cpp Hook 成功挂载!");
|
||||
// 清理函数 Hook (非核心,顺带做)
|
||||
void* old_tmp;
|
||||
DobbyHook((void*)(base + 0x734bc10), (void*)hook_InitActorParams, &old_tmp);
|
||||
} else {
|
||||
LOGE("[-] libil2cpp Hook 挂载失败! Code: %d", ret);
|
||||
}
|
||||
break;
|
||||
}
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user