Jack door plugin menu

User Tag List

Results 1 to 5 of 5
  1. #1
    wad1532's Avatar Member
    Reputation
    7
    Join Date
    Mar 2019
    Posts
    94
    Thanks G/R
    11/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Jack door plugin

    Does anyone know why jack's DOOR plugin doesn't work???



    // ActorSnoEnum conversion by DysfunctionaI
    namespace Turbo.Plugins.Jack.Actors
    {
    using SharpDX.DirectInput;
    using System.Collections.Generic;
    using System.Linq;
    using Turbo.Plugins.Default;

    public class DoorsPlugin : BasePlugin, IInGameWorldPainter, IKeyEventHandler
    {
    public WorldDecoratorCollection DoorsDecorators { get; set; }
    public WorldDecoratorCollection BreakablesDoorsDecorators { get; set; }
    public WorldDecoratorCollection BridgesDecorators { get; set; }

    public WorldDecoratorCollection DebugDecorators { get; set; }

    public string GroundSymbol { get; set; }

    public bool ShowInTown { get; set; }
    public bool GroundLabelsOnScreen { get; set; }

    public bool Debug { get; set; }
    public bool DebugEnabled { get; set; }
    public IKeyEvent ToggleKeyEvent { get; set; }

    public Key HotKey
    {
    get => ToggleKeyEvent.Key;
    set => ToggleKeyEvent = Hud.Input.CreateKeyEvent(true, value, false, false, false);
    }

    public readonly HashSet<ActorSnoEnum> BridgesIds = new HashSet<ActorSnoEnum>
    {
    ActorSnoEnum._x1_westm_bridge,
    ActorSnoEnum._a3dun_keep_siegetowerdoor_a,
    ActorSnoEnum._x1_westm_bridge_scoundrel,
    ActorSnoEnum._a3dun_keep_bridge_icy
    };
    public readonly HashSet<ActorSnoEnum> BreakableDoorsIds = new HashSet<ActorSnoEnum>
    {
    ActorSnoEnum._a3dun_keep_door_destructable,
    ActorSnoEnum._p4_ruins_frost_breakable_door,
    ActorSnoEnum._trdun_cath_wooddoor_a_barricaded,
    ActorSnoEnum._a1dun_leor_jail_door_breakable_a,
    ActorSnoEnum._p1_cesspools_door_breakable,
    ActorSnoEnum._a1dun_leor_jail_door_breakable_a,
    ActorSnoEnum._cemetary_gate_trout_wilderness_no_lock,
    }; // ActorSnoEnum._uber_bossportal_door };
    public readonly HashSet<ActorSnoEnum> DoorsIdsBlackList = new HashSet<ActorSnoEnum>() {
    ActorSnoEnum._cald_merchant_cart, // A2 to belial
    ActorSnoEnum._a2dun_cald_exit_gate, // A2 to belial
    ActorSnoEnum._a2dunswr_gates_causeway_gates_non_op, // A2 to belial
    ActorSnoEnum._a2dun_cald_belial_acid_attack, // A2 to belial
    ActorSnoEnum._a2dun_cald_belial_room_gate_a, // A2 to belial
    ActorSnoEnum._trout_cultists_summoning_portal_b, // A2 Alcarnus
    ActorSnoEnum._caout_target_dummy, // A2 City
    ActorSnoEnum._start_location_team_0, // A2 City
    ActorSnoEnum._a3dun_crater_st_demon_chainpylon_fire_azmodan, // A3 rakkis crossing
    ActorSnoEnum._a3dun_keep_bridge, // A3 rakkis crossing
    ActorSnoEnum._a3dun_rmpt_frozendoor_a, // A3 stonefort
    ActorSnoEnum._catapult_a3dunkeep_warmachines_snow_firing, // A3 battlefields
    ActorSnoEnum._x1_crusader_trebuchet_pending_tar,
    ActorSnoEnum._event_1000monster_portal,
    ActorSnoEnum._a2dun_zolt_sandbridgebase_bossfight,
    ActorSnoEnum._px_highlands_camp_resurgentcult_portal,
    ActorSnoEnum._x1_bog_catacombsportal_beaconloc,
    ActorSnoEnum._x1_malthael_boss_orb_collapse, // malthael fight
    ActorSnoEnum._caout_oasis_mine_entrance_a, // check this one, maybe a bounty
    ActorSnoEnum._trout_leor_painting, // leoric manor
    ActorSnoEnum._a4dun_sigil_room_platform_a, // Holy Sanctum
    ActorSnoEnum._a3dun_rmpt_catapult_follower_event_gate, // a3 catapult event
    ActorSnoEnum._a1dun_leor_jail_door_superlocked_a_fake,
    ActorSnoEnum._cos_pet_mimic_01,
    ActorSnoEnum._shoulderpads_norm_base_flippy, // ???
    ActorSnoEnum._x1_abattoir_barricade_solid,
    ActorSnoEnum._x1_fortress_floatrubble_a,
    ActorSnoEnum._a3dun_keep_barrel_snow_no_skirt, // Sturdy Barrel
    ActorSnoEnum._x1_fortress_crystal_prison_shield,
    ActorSnoEnum._x1_westm_railing_a_01_piece1,
    ActorSnoEnum._x1_pand_hexmaze_corpse, // Corpse
    ActorSnoEnum._dh_companion_runec,
    ActorSnoEnum._loottype2_tristramvillager_male_c_corpse_01, // Dead Villager
    ActorSnoEnum._uber_bossworld3_st_demon_chainpylon_fire_azmodan, // uber realm
    ActorSnoEnum._trdun_crypt_skeleton_king_throne_parts, // uber realm
    ActorSnoEnum._double_crane_a_caout_miningevent_chest_minievent, // A2 howling plateau event
    ActorSnoEnum._p6_church_bloodchannel_a, // A2 Temple of Unborn 1
    ActorSnoEnum._a4dun_sigil_tile_invis_wall, // A4 Bounty "Watch Your Step"
    ActorSnoEnum._p1_tgoblin_gate, // Greed door
    ActorSnoEnum._p1_tgoblin_vault_door, // Vault door
    ActorSnoEnum._x1_urzael_soundspawner, // Urzael fight
    ActorSnoEnum._x1_urzael_soundspawner_02, // Urzael fight
    ActorSnoEnum._x1_urzael_soundspawner_03, // Urzael fight
    ActorSnoEnum._x1_urzael_soundspawner_04, // Urzael fight
    ActorSnoEnum._x1_westm_ex,
    ActorSnoEnum._trout_cath_entrance_door,
    ActorSnoEnum._x1_westm_shacklebar, // quest (Act V) The Templar's Reckoning
    ActorSnoEnum._x1_westm_shacklebar_b, // quest (Act V) The Templar's Reckoning
    ActorSnoEnum._x1_westm_stock, // quest (Act V) The Templar's Reckoning
    };

    public DoorsPlugin()
    {
    Enabled = true;
    Debug = false;
    DebugEnabled = true;
    ShowInTown = false;
    GroundLabelsOnScreen = false;
    GroundSymbol = "\uD83D\uDEAA"; //🚪
    }

    public override void Load(IController hud)
    {
    base.Load(hud);

    DoorsDecorators = CreateDecorators(255, 216, 0);
    BreakablesDoorsDecorators = CreateDecorators(250, 0, 0);
    BridgesDecorators = CreateDecorators(0, 195, 255);
    DebugDecorators = CreateDecorators(255, 255, 255, 255, 10);
    HotKey = Key.End;
    }

    public void OnKeyEvent(IKeyEvent keyEvent)
    {
    if (keyEvent.IsPressed && ToggleKeyEvent.Matches(keyEvent))
    {
    Debug = !Debug;
    }
    }

    public void PaintWorld(WorldLayer layer)
    {
    if (Hud.Game.IsInTown && !ShowInTown) return;

    Hud.Game.Actors
    .Where(a => a.GizmoType == GizmoType.Door || a.GizmoType == GizmoType.BreakableDoor)
    .ForEach(door =>
    {
    if (BreakableDoorsIds.Contains(door.SnoActor.Sno))
    {
    PaintActor(layer, door, BreakablesDoorsDecorators);
    }
    else if (door.GizmoType == GizmoType.Door && door.DisplayOnOverlay && !DoorsIdsBlackList.Contains(door.SnoActor.Sno))
    {
    PaintActor(layer, door, BridgesIds.Contains(door.SnoActor.Sno) ? BridgesDecorators : DoorsDecorators);
    //if (!doorsDebugWhiteList.Contains(door.SnoActor.Sno)) Says.Debug(string.Format("DOOR?? {0} {1} {2} {3} {4} {5} {6}", door.SnoActor.Sno, door.SnoActor.NameLocalized, door.IsOperated, door.IsClickable, door.IsDisabled, door.SnoActor.Kind, door.SnoActor.Code));/**/
    }

    //if (!doorsDebugWhiteList.Contains(door.SnoActor.Sno)) Says.Debug(string.Format("DOOR?? {0} {1} {2} {3} {4} {5} {6}", door.SnoActor.Sno, door.SnoActor.NameLocalized, door.IsOperated, door.IsClickable, door.IsDisabled, door.SnoActor.Kind, door.SnoActor.Code));/**/
    });
    }

    public WorldDecoratorCollection CreateDecorators(int r, int g, int b, int a = 200, int size = 1
    {
    return new WorldDecoratorCollection(
    new GroundLabelDecorator(Hud)
    {
    TextFont = Hud.Render.CreateFont("tahoma", size, a, r, g, b, false, false, true),
    },
    new MapShapeDecorator(Hud)
    {
    ShapePainter = new DoorShapePainter(Hud),
    Radius = 6f,
    Brush = Hud.Render.CreateBrush(a, r, g, b, 1),
    }
    );
    }

    private void PaintActor(WorldLayer layer, IActor actor, WorldDecoratorCollection decorator)
    {
    if (GroundLabelsOnScreen)
    decorator.ToggleDecorators<GroundLabelDecorator>(!actor.IsOnScreen);

    if (DebugEnabled && Debug)
    {
    var text = string.Format("{0} : {1} {2}\n{3} {4} {5} {6}\n{7}",
    actor.SnoActor.Sno,
    actor.SnoActor.NameLocalized,
    actor.SnoActor.Kind,
    actor.GizmoType,
    actor.IsOperated ? "Operated" : "Not Operated",
    actor.IsClickable ? "Clickable" : "Not Clickable",
    actor.IsDisabled ? "Disabled" : "Not Disabled",
    actor.SnoActor.Code);
    DebugDecorators.Paint(layer, actor, actor.FloorCoordinate, text);
    }
    else
    {
    decorator.Paint(layer, actor, actor.FloorCoordinate, GroundSymbol);
    }
    }
    }
    }

    /*
    //170245
    private readonly HashSet<uint> doorsDebugWhiteList = new HashSet<uint>() {
    309222, 308241, 454, // ??
    309812, // X1 ??
    104888,
    258595,
    4267,
    362651,
    447673,
    162386,
    415665,
    4393,
    219702,
    250031,
    //102711
    343582,
    230324,
    };*/

    Jack door plugin
  2. #2
    wad1532's Avatar Member
    Reputation
    7
    Join Date
    Mar 2019
    Posts
    94
    Thanks G/R
    11/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I change the /u i just copied past from his github....
    IT was working in the last hud just the new hud broke it????

  3. #3
    Me1v's Avatar Member
    Reputation
    1
    Join Date
    Nov 2020
    Posts
    3
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

  4. #4
    ksdfll2fo23lf's Avatar Member
    Reputation
    1
    Join Date
    Feb 2020
    Posts
    20
    Thanks G/R
    1/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Any update on this?

  5. #5
    Romanmas's Avatar Member
    Reputation
    11
    Join Date
    Mar 2017
    Posts
    187
    Thanks G/R
    9/9
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by ksdfll2fo23lf View Post
    Any update on this?

    Read the topic here : https://www.ownedcore.com/forums/dia...splugin-6.html ([INTERNATIONAL] [Jack] DoorsPlugin)

    Best Regards
    Romanmas

Similar Threads

  1. Old Ironforge Door Removed?
    By Eratoc in forum WoW ME Questions and Requests
    Replies: 3
    Last Post: 09-22-2006, 11:21 AM
  2. Remove Every Door
    By Ensui in forum World of Warcraft General
    Replies: 9
    Last Post: 09-17-2006, 12:50 PM
  3. Where can i get a Cord mod/plugin?
    By Mike3667 in forum World of Warcraft General
    Replies: 1
    Last Post: 09-09-2006, 07:20 PM
  4. Behind AQ-20 Door
    By drcar in forum World of Warcraft Exploits
    Replies: 0
    Last Post: 07-10-2006, 02:51 AM
  5. Dire Maul North Door Exploit
    By Matt in forum World of Warcraft Exploits
    Replies: 0
    Last Post: 04-10-2006, 09:20 PM
All times are GMT -5. The time now is 04:03 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search