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Dorito mods
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// For 0.3.5 | |
dorito.Events.GameLoaded.add(function() { | |
var override = dorito_api.Injectors.override; | |
var before = dorito_api.InjectTypes.before; | |
var filter = dorito_api.InjectTypes.filter; | |
var dispatch_before = dorito_api.InjectTypes.dispatch_before; | |
window.__GLOBAL__ = {}; | |
window.Gh = {}; | |
window.sc.Wy = {}; | |
window.ig.uC = true; | |
// HACK | |
window.console.ZP = console.log.bind(window.console); | |
override(window.console, "ZP", before(function() { | |
console.group.call(window.console); | |
})); | |
window.sc.Wy.pUa = function() { | |
console.log("(sc.Wy.pUa) DEBUG START!"); | |
}; | |
window.sc.Wy.cMa = function() { | |
console.log("(sc.Wy.cMa) MAP CHECK!"); | |
}; | |
window.sc.Wy.pTa = function(args) { | |
//console.log("sc.Wy.pTa ACHIEVEMENTS CALLED WITH ", args); | |
}; | |
// | |
// DEBUG CONTROLS | |
// | |
window.sc.af["keys-jump"] = { | |
type: "CONTROLS", | |
f: { | |
key1: ig.ma.eda, | |
key2: g | |
}, | |
Dc: sc.Rb.mf, | |
LE: true, | |
Nx: h, | |
oe: "debug" | |
}; | |
window.sc.af["keys-time"] = { | |
type: "CONTROLS", | |
f: { | |
key1: ig.ma.Rfa, | |
key2: g | |
}, | |
Dc: sc.Rb.mf, | |
LE: true | |
}; | |
window.sc.af["keys-rumble"] = { | |
type: "CONTROLS", | |
f: { | |
key1: ig.ma.jfa, | |
key2: g | |
}, | |
Dc: sc.Rb.mf, | |
LE: true | |
}; | |
window.sc.af["keys-debug"] = { | |
type: "CONTROLS", | |
f: { | |
key1: ig.ma.nga, | |
key2: g | |
}, | |
Dc: sc.Rb.mf, | |
LE: true | |
}; | |
window.sc.af["keys-debug2"] = { | |
type: "CONTROLS", | |
f: { | |
key1: ig.ma.oga, | |
key2: g | |
}, | |
Dc: sc.Rb.mf, | |
LE: true | |
}; | |
window.sc.af["keys-addBuff"] = { | |
type: "CONTROLS", | |
f: { | |
key1: ig.ma.hga, | |
key2: g | |
}, | |
Dc: sc.Rb.mf, | |
LE: true | |
}; | |
window.sc.af["keys-levelUp"] = { | |
type: "CONTROLS", | |
f: { | |
key1: ig.ma.Oca, | |
key2: g | |
}, | |
Dc: sc.Rb.mf, | |
LE: true | |
}; | |
(function addStuff() { | |
if(window.globalGui) { | |
if(!(window.globalGui instanceof window.dat.GUI)) { | |
return setTimeout(addStuff, 100); | |
} | |
var gui = window.globalGui; | |
var debugStuff = gui.addFolder('Debug Routines'); | |
var debugFunctions = { | |
langEdit: function() { | |
ig.qf.Rra(); | |
} | |
}; | |
debugStuff.add(debugFunctions, "langEdit"); | |
} | |
})(); | |
// | |
// DEBUG FIXES | |
// | |
// Null entities | |
dorito_api.Injectors.override(ig.Jva.prototype, "PNa", filter( | |
function(a, b) { | |
if(!b) { | |
console.warn( | |
"Found null property list while parsing entities, fixing" | |
); | |
return [a, {}]; | |
} else return arguments; | |
} | |
)); | |
// Crashing SET_CAMERA_TARGET calls | |
var camEvent = new signals.Signal(); | |
override(ig.cd.RG.prototype, "start", dispatch_before(camEvent)); | |
override(ig.cd.RG.prototype, "WX", dispatch_before(camEvent)); | |
camEvent.add(function(ev) { | |
if(!ev.self.O) { | |
console.warn( | |
"SET_CAMERA_TARGET was probably called with null args!" | |
); | |
ev.cancelled = true; | |
} | |
}); | |
// Replacing of old character sets | |
override($, "ajax", filter(function(params) { | |
if(params.url === "data/characters/CargoCrew1.json") { | |
params.url = "data/characters/cargo-crew/female-short.json"; | |
} | |
return [params]; | |
})); | |
}); |
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// For 0.3.5 | |
dorito.Events.GameLoaded.add(function() { | |
var filter = dorito_api.InjectTypes.filter; | |
console.log("piratelea loaded"); | |
// Oh my god I hate this module system. Yes we have to override on the | |
// prototype. | |
dorito_api.Injectors.override(ig.ca.SHOW_MSG.prototype, "start", filter( | |
function() { | |
console.log("SHOW_MSG called"); | |
this.message.value = this.message.value.replace(/Hi/g, "Ahoy"); | |
return arguments; | |
} | |
)); | |
}); |
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(function (global, api) { | |
// PLACE BAKED VARIABLE NAMES HERE: | |
var SPAWN_ENTITY = "Ke"; | |
var PLAYER_OBJ_LOCATION = "ta"; | |
var SPAWN_PLAYER_ENTITY = "Rqa"; | |
var MAIN_MENU = "zCa"; | |
var MAIN_ENTITY = "vb"; | |
var POSITION_PROP = "G4"; | |
var ANIM_PROP = "Sf"; | |
var THAT_CRASHING_ANIM_METHOD = "xza"; | |
var override = api.Injectors.override; | |
var after = api.InjectTypes.after; | |
var before = api.InjectTypes.before; | |
global.mainPlayerEntity = {}; | |
global.mainPlayerAnimation = {}; | |
global.mainPlayerPositon = {}; | |
var myContext = null; | |
global.dorito.Events.GameLoaded.add(function() { | |
override( | |
sc[MAIN_MENU].prototype, | |
"start", | |
before(function() { | |
// Make sure we always have the lastest entity list on the global scope | |
window.entities = this.entities; | |
}) | |
); | |
override( | |
sc[MAIN_MENU].prototype, | |
SPAWN_PLAYER_ENTITY, | |
after(function() { | |
// Make sure the game doesn't lose track of the main player by keeping track of it by ourselves. | |
// Also, we'll need to keep a copy of the main menu context to access SPAWN_ENTITY cleanly. | |
mainPlayerEntity = this[MAIN_ENTITY]; | |
mainPlayerPositon = mainPlayerEntity[POSITION_PROP]; | |
mainPlayerAnimation = mainPlayerEntity[ANIM_PROP]; | |
myContext = this; | |
}) | |
); | |
override( | |
ig[PLAYER_OBJ_LOCATION].Player.prototype, | |
THAT_CRASHING_ANIM_METHOD, | |
before(function(args) { | |
// As the game fucks up with animations when creating the player entity this way(leaving a null reference), | |
// we'll simply use the one the main player has. | |
// The cool thing happening with this is that as all player entities spawned will be using the same animation | |
// object, all players will happen to look syncronized. | |
// And somehow the game doesn't fuck up. Now that's robust code. | |
if(!(this[ANIM_PROP])) { | |
console.log("Warn: no anim!"); | |
this[ANIM_PROP] = mainPlayerEntity[ANIM_PROP]; | |
} | |
}) | |
); | |
}); | |
global.clonePlayer = function() { | |
if(!myContext) return -1; | |
var newEntity = myContext[SPAWN_ENTITY]( | |
ig[PLAYER_OBJ_LOCATION].Player, | |
global.mainPlayerPositon.x, | |
global.mainPlayerPositon.y, | |
global.mainPlayerPositon.z | |
); | |
newEntity[ANIM_PROP] = mainPlayerEntity[ANIM_PROP]; | |
}; | |
global.clonePlayerAtPos = function(x, y, z) { | |
if(!myContext) return -1; | |
var newEntity = myContext[SPAWN_ENTITY]( | |
ig[PLAYER_OBJ_LOCATION].Player, | |
x, | |
y, | |
z | |
); | |
newEntity[ANIM_PROP] = mainPlayerEntity[ANIM_PROP]; | |
}; | |
global.makeCloneLine = function(num, yOffset) { | |
if(!yOffset) yOffset = 0; | |
for (var i = 0; i < num; i++) { | |
global.clonePlayerAtPos( | |
global.mainPlayerPositon.x + (16 * (i + 1)), | |
global.mainPlayerPositon.y + yOffset, | |
global.mainPlayerPositon.z | |
); | |
} | |
}; | |
})(window, dorito_api); |
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// For 0.3.5 | |
console.log("Test2"); | |
var loggingHistory = []; | |
function crossLogger() { | |
loggingHistory = loggingHistory || []; | |
loggingHistory.push(arguments); | |
if (window.console){ | |
window.console.log( Array.prototype.slice.call(arguments) ); | |
} | |
} | |
try { | |
dorito.Events.DoritoInitialized.add(function() { | |
console.log("Test2 says HI!"); | |
var level = prompt("Load a level?"); | |
if(level !== null) { | |
window.LOAD_LEVEL_ON_GAME_START = level; | |
window.MARKER_ON_GAME_START = "start"; | |
} else window.LOAD_LEVEL_ON_GAME_START = null; | |
window.to.log = crossLogger.bind(this); | |
window.to.debug = crossLogger.bind(this); | |
window.to.info = crossLogger.bind(this); | |
window.to.warn = crossLogger.bind(this); | |
}); | |
} catch(e) { | |
console.log("ERROR LOADING " + e); | |
} |
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