#include "RelicManager.h" #include "Sdk.h" #include "Renderer.h" #include "Engine.h" void RelicManager::OnNeutralUnit(Unit* unit) { } void RelicManager::OnMenuMainWindow() { if (true) { relics.clear(); Player* gaia = Engine::Get()->GetPlayerByName("Gaia"); for (int i = 0; i < gaia->pObjectManager->Count; i++) { Unit* unit = gaia->pObjectManager->units[i]; if (!unit) { continue; } if (strcmp(unit->GetUnitData()->GetName(), "RELIC") == 0) { relics.push_back(unit); } } } ImGui::Separator(); ImGui::Text("Relics %d", relics.size()); if (relics.size() != 0) { if (ImGui::Button("<")) { currentRelic = (currentRelic - 1) % relics.size(); Engine::Get()->GetLocalPlayer()->SetCameraPosition(relics[currentRelic]->GetPosition()); } ImGui::SameLine(); ImGui::Text("%d/%d", currentRelic + 1, relics.size()); ImGui::SameLine(); if (ImGui::Button(">")) { currentRelic = (currentRelic + 1) % relics.size(); Engine::Get()->GetLocalPlayer()->SetCameraPosition(relics[currentRelic]->GetPosition()); } } ImGui::Separator(); }