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Minor improvements #383

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Minor improvements #383

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xAstroBoy
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@xAstroBoy xAstroBoy commented Feb 12, 2024

Add more colors
Make ESP give more colors for each item.
Make ESP Show Gift's contents and values
Make ESP Show Story Logs renderers better and hide when grabbed or not visibile any more.
Move Enemy List in Helper and filter as well which we use both in spawn and enemies command
Make Spawn allow for spawn and possess if spawned under Phantom

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@winstxnhdw here

Color players
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I don’t think we need to render bounds for logs.

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This is just added complexity that I really don’t care enough to maintain.

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@xAstroBoy xAstroBoy Feb 12, 2024

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it just allows to see enemies in-game, i dont get it why you would need to write it only on the logs?
and is the same command, just it will allow you to spawn and possess a enemy immediately somewhat like Control Company does.
if you want to simplify it, go ahead!

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This is what YOU wanted to add and you’ve now selfishly pushed this code onto me to maintain. Do you not see how wrong is this?

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This is what YOU wanted to add and you’ve now selfishly pushed this code onto me to maintain. Do you not see how wrong is this?

That’s how I figured it, but if you want to make a better approach than this , you can remake the /spawn command! Once you finish it i can remove the modified command here

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Guess what. Refactoring takes time and effort. I have other things I need to do as well. I can’t always fix the code you guys send me. It’s mostly not worth the time.

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@xAstroBoy xAstroBoy Feb 12, 2024

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Guess what. Refactoring takes time and effort. I have other things I need to do as well. I can’t always fix the code you guys send me. It’s mostly not worth the time.

There’s nothing to refractor here, just moved a couple things in helper.enemies and removed the duplicated code, ill rewrite spawn once im home

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That’s only what you think. I want to keep as many commands stateless, but you insist on sharing the enemy dictionary. It’s not necessary. Nobody is going to use the enemies command more than a few times or even at all. Most users know the name of the enemies, why do we have to spoonfeed unnecessarily?

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That’s only what you think. I want to keep as many commands stateless, but you insist on sharing the enemy dictionary. It’s not necessary. Nobody is going to use the enemies command more than a few times or even at all. Most users know the name of the enemies, why do we have to spoonfeed unnecessarily?

Because they know only the stock ones, until that i did not know there was a second test enemy from the game, which has the name red pill, and it can be used to see which enemies the mods added as well for spawning and controlling them with it

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Okay, I am convinced. But since we are going to do this, we should do this for all commands. I'll think about how best to do it.

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I don’t think we need to render bounds for logs.

yes, is a good way because the way you do it shows them but then even if you pick em up it will stay there.
this way even if they aren't there they ESP will not render them

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@winstxnhdw i dont get it this time, what’s the problem?

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This is what I am going to do.

  1. I'll combine enemies and spawn.
  2. I'll list all possible properties for visit, suit, build
  3. I will create a direct compatibility layer between System.Color instead of hard-coding the colours.

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3 participants