<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="42">
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Money"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscan(INJECT_Money,48 63 40 78 3B C1) // should be unique
alloc(newmem,$1000,INJECT_Money)
registersymbol(INJECT_Money Money)
label(return Money)

newmem:
  mov [Money],rax
  movsxd  rax,dword ptr [rax+78]
  cmp eax,ecx
  jmp return

Money:
dq 0

INJECT_Money:
  jmp newmem
  nop
return:

[DISABLE]

INJECT_Money:
  db 48 63 40 78 3B C1

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: AppearanceInventoryPanel:UpgradeViaCoin+ac

AppearanceInventoryPanel:UpgradeViaCoin+83: 48 8B C8                       - mov rcx,rax
AppearanceInventoryPanel:UpgradeViaCoin+86: 83 38 00                       - cmp dword ptr [rax],00
AppearanceInventoryPanel:UpgradeViaCoin+89: 48 8D 64 24 00                 - lea rsp,[rsp+00]
AppearanceInventoryPanel:UpgradeViaCoin+8e: 49 BB D0 A9 5A F6 49 02 00 00  - mov r11,BackendManager:get_playerProfile
AppearanceInventoryPanel:UpgradeViaCoin+98: 41 FF D3                       - call r11
AppearanceInventoryPanel:UpgradeViaCoin+9b: 48 8B 4D E8                    - mov rcx,[rbp-18]
AppearanceInventoryPanel:UpgradeViaCoin+9f: 48 8B D0                       - mov rdx,rax
AppearanceInventoryPanel:UpgradeViaCoin+a2: 83 3A 00                       - cmp dword ptr [rdx],00
AppearanceInventoryPanel:UpgradeViaCoin+a5: 48 8B 40 10                    - mov rax,[rax+10]
AppearanceInventoryPanel:UpgradeViaCoin+a9: 83 38 00                       - cmp dword ptr [rax],00
// ---------- INJECTING HERE ----------
AppearanceInventoryPanel:UpgradeViaCoin+ac: 48 63 40 78                    - movsxd  rax,dword ptr [rax+78]
// ---------- DONE INJECTING  ----------
AppearanceInventoryPanel:UpgradeViaCoin+b0: 3B C1                          - cmp eax,ecx
AppearanceInventoryPanel:UpgradeViaCoin+b2: 40 0F 9C C0                    - setl al
AppearanceInventoryPanel:UpgradeViaCoin+b6: 48 0F B6 C0                    - movzx rax,al
AppearanceInventoryPanel:UpgradeViaCoin+ba: 85 C0                          - test eax,eax
AppearanceInventoryPanel:UpgradeViaCoin+bc: 40 0F 94 C0                    - sete al
AppearanceInventoryPanel:UpgradeViaCoin+c0: 48 0F B6 C0                    - movzx rax,al
AppearanceInventoryPanel:UpgradeViaCoin+c4: 85 C0                          - test eax,eax
AppearanceInventoryPanel:UpgradeViaCoin+c6: 0F 85 34 00 00 00              - jne AppearanceInventoryPanel:UpgradeViaCoin+100
AppearanceInventoryPanel:UpgradeViaCoin+cc: 48 B8 D0 A4 53 11 4A 02 00 00  - mov rax,0000024A1153A4D0
AppearanceInventoryPanel:UpgradeViaCoin+d6: 48 89 45 F0                    - mov [rbp-10],rax
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>4</ID>
          <Description>"BASE"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>Money</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>5</ID>
              <Description>"&lt;coin&gt;k__BackingField"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+78</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>6</ID>
              <Description>"&lt;gem&gt;k__BackingField"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+7C</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>7</ID>
              <Description>"&lt;gachaToken&gt;k__BackingField"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+80</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>8</ID>
              <Description>"&lt;vipPoints&gt;k__BackingField"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+84</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>9</ID>
              <Description>"&lt;vipLevel&gt;k__BackingField"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+88</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>12</ID>
      <Description>"Score"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscan(INJECT_Score,83 38 00 48 8D 64 24 00 49 BB F0 5C 87 88 E7 01 00 00 41 FF D3 F3 0F 5A C0 F2 0F 11) // should be unique
alloc(newmem,$1000,INJECT_Score)
registersymbol(INJECT_Score Score)
label(return Score)

newmem:
  mov [Score],rax
  cmp dword ptr [rax],00
  lea rsp,[rsp+00]
  jmp return

Score:
dq 0

INJECT_Score:
  jmp newmem
  nop 3
return:

[DISABLE]

INJECT_Score:
  db 83 38 00 48 8D 64 24 00

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: GameplayControl:CheckGameEnd+46

GameplayControl:CheckGameEnd+17: 85 C0                          - test eax,eax
GameplayControl:CheckGameEnd+19: 0F 85 1C 01 00 00              - jne GameplayControl:CheckGameEnd+13b
GameplayControl:CheckGameEnd+1f: 0F B6 46 40                    - movzx eax,byte ptr [rsi+40]
GameplayControl:CheckGameEnd+23: 85 C0                          - test eax,eax
GameplayControl:CheckGameEnd+25: 0F 85 10 01 00 00              - jne GameplayControl:CheckGameEnd+13b
GameplayControl:CheckGameEnd+2b: 49 BA 28 36 62 10 EA 01 00 00  - mov r10,000001EA10623628
GameplayControl:CheckGameEnd+35: 90                             - nop 
GameplayControl:CheckGameEnd+36: 49 BB F0 AE 52 FC E9 01 00 00  - mov r11,ShmUtils+Singleton`1[T_REF]:get_Instance
GameplayControl:CheckGameEnd+40: 41 FF D3                       - call r11
GameplayControl:CheckGameEnd+43: 48 8B C8                       - mov rcx,rax
// ---------- INJECTING HERE ----------
GameplayControl:CheckGameEnd+46: 83 38 00                       - cmp dword ptr [rax],00
// ---------- DONE INJECTING  ----------
GameplayControl:CheckGameEnd+49: 48 8D 64 24 00                 - lea rsp,[rsp+00]
GameplayControl:CheckGameEnd+4e: 49 BB F0 5C 87 88 E7 01 00 00  - mov r11,GameplayDataManager:get_LevelProggress
GameplayControl:CheckGameEnd+58: 41 FF D3                       - call r11
GameplayControl:CheckGameEnd+5b: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
GameplayControl:CheckGameEnd+5f: F2 0F 11 45 C0                 - movsd [rbp-40],xmm0
GameplayControl:CheckGameEnd+64: 49 BA 30 E1 A6 FF E9 01 00 00  - mov r10,000001E9FFA6E130
GameplayControl:CheckGameEnd+6e: 49 BB F0 AE 52 FC E9 01 00 00  - mov r11,ShmUtils+Singleton`1[T_REF]:get_Instance
GameplayControl:CheckGameEnd+78: 41 FF D3                       - call r11
GameplayControl:CheckGameEnd+7b: F2 0F 10 45 C0                 - movsd xmm0,[rbp-40]
GameplayControl:CheckGameEnd+80: 48 8B C8                       - mov rcx,rax
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>13</ID>
          <Description>"BASE"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>Score</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>14</ID>
              <Description>"&lt;CurrentScore&gt;k__BackingField"</Description>
              <VariableType>Float</VariableType>
              <Address>+30</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>15</ID>
              <Description>"&lt;CollectedMoney&gt;k__BackingField"</Description>
              <VariableType>Float</VariableType>
              <Address>+34</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>17</ID>
      <Description>"Replay Tokens"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>

[ENABLE]

aobscan(INJECT_ReplayToken,83 38 00 66 90 49 BB A0 A7) // should be unique
alloc(newmem,$1000,INJECT_ReplayToken)

label(code)
label(return replay)

newmem:

code:
  mov [replay],rax
  cmp dword ptr [rax],00
  nop 2
  jmp return

replay:
dq 0

INJECT_ReplayToken:
  jmp newmem
return:
registersymbol(INJECT_ReplayToken replay)

[DISABLE]

INJECT_ReplayToken:
  db 83 38 00 66 90

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: FlirtThreadController:Initialize+3b9

FlirtThreadController:Initialize+395: 48 8B 40 10                    - mov rax,[rax+10]
FlirtThreadController:Initialize+399: 48 63 4D A0                    - movsxd  rcx,dword ptr [rbp-60]
FlirtThreadController:Initialize+39d: 48 63 C9                       - movsxd  rcx,ecx
FlirtThreadController:Initialize+3a0: 48 8D 44 C8 20                 - lea rax,[rax+rcx*8+20]
FlirtThreadController:Initialize+3a5: 48 8B 00                       - mov rax,[rax]
FlirtThreadController:Initialize+3a8: 48 8B C8                       - mov rcx,rax
FlirtThreadController:Initialize+3ab: 83 39 00                       - cmp dword ptr [rcx],00
FlirtThreadController:Initialize+3ae: 48 8B 50 18                    - mov rdx,[rax+18]
FlirtThreadController:Initialize+3b2: 48 8B 4D B0                    - mov rcx,[rbp-50]
FlirtThreadController:Initialize+3b6: 48 8B C1                       - mov rax,rcx
// ---------- INJECTING HERE ----------
FlirtThreadController:Initialize+3b9: 83 38 00                       - cmp dword ptr [rax],00
// ---------- DONE INJECTING  ----------
FlirtThreadController:Initialize+3bc: 66 90                          - nop 2
FlirtThreadController:Initialize+3be: 49 BB A0 A7 F9 FF E9 01 00 00  - mov r11,ProgressionProfileData:GetFlirtStage
FlirtThreadController:Initialize+3c8: 41 FF D3                       - call r11
FlirtThreadController:Initialize+3cb: 85 C0                          - test eax,eax
FlirtThreadController:Initialize+3cd: 0F 8C 43 00 00 00              - jl FlirtThreadController:Initialize+416
FlirtThreadController:Initialize+3d3: 48 8B 47 58                    - mov rax,[rdi+58]
FlirtThreadController:Initialize+3d7: 48 89 45 98                    - mov [rbp-68],rax
FlirtThreadController:Initialize+3db: 44 89 6D 90                    - mov [rbp-70],r13d
FlirtThreadController:Initialize+3df: 83 38 00                       - cmp dword ptr [rax],00
FlirtThreadController:Initialize+3e2: 48 8B 45 98                    - mov rax,[rbp-68]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>18</ID>
          <Description>"No description"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>replay</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>19</ID>
              <Description>"level Difficulty"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+158</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>20</ID>
              <Description>"unlocked Level"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+15C</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>21</ID>
              <Description>"unlocked Hard Level"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+160</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>22</ID>
              <Description>"reply Token"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+164</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>23</ID>
              <Description>"reply Token Tick TS"</Description>
              <VariableType>8 Bytes</VariableType>
              <Address>+168</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>25</ID>
      <Description>"Beer Game Always Green"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]
aobscan(INJECT_Beer,E4 F3 0F 5A C9 F2 0F 59 C1 F2 0F 5A E8 F3 0F 11 AF 24 01 00 00) // should be unique
alloc(newmem,$1000,INJECT_Beer)

label(code)
label(return)

newmem:

code:
  mov [rdi+00000124],(float)0
  jmp return

INJECT_Beer+0D:
  jmp newmem
  nop 3
return:
registersymbol(INJECT_Beer)

aobscan(INJECT_BEER1,F3 0F 11 AF 28 01 00 00 E9) // should be unique
alloc(newmem1,$1000,INJECT_BEER1)

label(return1)

newmem1:
  mov [rdi+00000128],(float)100
  jmp return1

INJECT_BEER1:
  jmp newmem1
  nop 3
return1:
registersymbol(INJECT_BEER1)

[DISABLE]
INJECT_Beer+0D:
  db F3 0F 11 AF 24 01 00 00

unregistersymbol(INJECT_Beer)
dealloc(newmem)

INJECT_BEER1:
  db F3 0F 11 AF 28 01 00 00

unregistersymbol(INJECT_BEER1)
dealloc(newmem1)

{
// ORIGINAL CODE - INJECT_BEER1ION POINT: IOBeerTapAreaControl:OnWorkStarted+21c

IOBeerTapAreaControl:OnWorkStarted+1eb: F2 0F 5A D2                    - cvtsd2ss xmm2,xmm2
IOBeerTapAreaControl:OnWorkStarted+1ef: F2 0F 5A C9                    - cvtsd2ss xmm1,xmm1
IOBeerTapAreaControl:OnWorkStarted+1f3: F2 0F 5A C0                    - cvtsd2ss xmm0,xmm0
IOBeerTapAreaControl:OnWorkStarted+1f7: 48 8D AD 00 00 00 00           - lea rbp,[rbp+00000000]
IOBeerTapAreaControl:OnWorkStarted+1fe: 49 BB 50 83 F7 7B E9 01 00 00  - mov r11,UnityEngine.Mathf:Clamp
IOBeerTapAreaControl:OnWorkStarted+208: 41 FF D3                       - call r11
IOBeerTapAreaControl:OnWorkStarted+20b: F3 0F 5A C8                    - cvtss2sd xmm1,xmm0
IOBeerTapAreaControl:OnWorkStarted+20f: F2 0F 10 45 C8                 - movsd xmm0,[rbp-38]
IOBeerTapAreaControl:OnWorkStarted+214: F2 0F 59 C1                    - mulsd xmm0,xmm1
IOBeerTapAreaControl:OnWorkStarted+218: F2 0F 5A E8                    - cvtsd2ss xmm5,xmm0
// ---------- INJECT_BEER1ING HERE ----------
IOBeerTapAreaControl:OnWorkStarted+21c: F3 0F 11 AF 28 01 00 00        - movss [rdi+00000128],xmm5
// ---------- DONE INJECT_BEER1ING  ----------
IOBeerTapAreaControl:OnWorkStarted+224: E9 C0 00 00 00                 - jmp IOBeerTapAreaControl:OnWorkStarted+2e9
IOBeerTapAreaControl:OnWorkStarted+229: 48 8B 87 C8 00 00 00           - mov rax,[rdi+000000C8]
IOBeerTapAreaControl:OnWorkStarted+230: 48 8B C8                       - mov rcx,rax
IOBeerTapAreaControl:OnWorkStarted+233: 83 39 00                       - cmp dword ptr [rcx],00
IOBeerTapAreaControl:OnWorkStarted+236: F3 0F 10 40 50                 - movss xmm0,[rax+50]
IOBeerTapAreaControl:OnWorkStarted+23b: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
IOBeerTapAreaControl:OnWorkStarted+23f: F2 0F 5A E8                    - cvtsd2ss xmm5,xmm0
IOBeerTapAreaControl:OnWorkStarted+243: F3 0F 11 6D E0                 - movss [rbp-20],xmm5
IOBeerTapAreaControl:OnWorkStarted+248: F3 0F 10 45 E0                 - movss xmm0,[rbp-20]
IOBeerTapAreaControl:OnWorkStarted+24d: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>26</ID>
      <Description>"Auto Win"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>

[ENABLE]

aobscan(INJECT_ScoreWin,F1 F3 0F 10 46 30) // should be unique
alloc(newmem,$1000,INJECT_ScoreWin)

label(code)
label(return)

newmem:

code:
  mov [rsi+30],(float)9999999
  mov [rsi+34],(float)9999999
  movss xmm0,[rsi+30]
  jmp return

INJECT_ScoreWin+01:
  jmp newmem
return:
registersymbol(INJECT_ScoreWin)

[DISABLE]

INJECT_ScoreWin+01:
  db F3 0F 10 46 30

unregistersymbol(INJECT_ScoreWin)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameplayDataManager:get_LevelProggress+f

1E788875CE4: 68 CB F5 58 E9                 - push FFFFFFFFE958F5CB
1E788875CE9: 01 00                          - add [rax],eax
1E788875CEB: 00 00                          - add [rax],al
1E788875CED: 00 00                          - add [rax],al
1E788875CEF: 00 55 48                       - add [rbp+48],dl
GameplayDataManager:get_LevelProggress+2: 8B EC                          - mov ebp,esp
GameplayDataManager:get_LevelProggress+4: 48 83 EC 40                    - sub rsp,40
GameplayDataManager:get_LevelProggress+8: 48 89 75 F8                    - mov [rbp-08],rsi
GameplayDataManager:get_LevelProggress+c: 48 8B F1                       - mov rsi,rcx
GameplayDataManager:get_LevelProggress+f: F3 0F 10 46 30                 - movss xmm0,[rsi+30]
// ---------- INJECTING HERE ----------
GameplayDataManager:get_LevelProggress+14: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
// ---------- DONE INJECTING  ----------
GameplayDataManager:get_LevelProggress+18: F2 0F 5A E8                    - cvtsd2ss xmm5,xmm0
GameplayDataManager:get_LevelProggress+1c: F3 0F 11 6D F4                 - movss [rbp-0C],xmm5
GameplayDataManager:get_LevelProggress+21: F3 0F 10 45 F4                 - movss xmm0,[rbp-0C]
GameplayDataManager:get_LevelProggress+26: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
GameplayDataManager:get_LevelProggress+2a: F2 0F 11 45 E8                 - movsd [rbp-18],xmm0
GameplayDataManager:get_LevelProggress+2f: 48 8B CE                       - mov rcx,rsi
GameplayDataManager:get_LevelProggress+32: 48 8D 6D 00                    - lea rbp,[rbp+00]
GameplayDataManager:get_LevelProggress+36: 49 BB 90 5D 87 88 E7 01 00 00  - mov r11,GameplayDataManager:get_MaxScore
GameplayDataManager:get_LevelProggress+40: 41 FF D3                       - call r11
GameplayDataManager:get_LevelProggress+43: F3 0F 5A C8                    - cvtss2sd xmm1,xmm0
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>28</ID>
      <Description>"Finish All Achievments"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Club Hentai.exe
  Version: 
  Date   : 2022-10-23
  Author : gsims824

  This script does blah blah blah
}

[ENABLE]

aobscan(INJECT_Achievments,48 63 50 1C 83 3F 00) // should be unique
alloc(newmem,$1000,INJECT_Achievments)

label(code)
label(return)

newmem:

code:
  mov dword ptr [rax+1C],#999999
  movsxd  rdx,dword ptr [rax+1C]
  cmp dword ptr [rdi],00
  jmp return

INJECT_Achievments:
  jmp newmem
  nop 2
return:
registersymbol(INJECT_Achievments)

[DISABLE]

INJECT_Achievments:
  db 48 63 50 1C 83 3F 00

unregistersymbol(INJECT_Achievments)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: AchievementElement:Init+f0

AchievementElement:Init+c8: 4C 63 40 50                    - movsxd  r8,dword ptr [rax+50]
AchievementElement:Init+cc: 49 8B CF                       - mov rcx,r15
AchievementElement:Init+cf: 48 8B 55 D8                    - mov rdx,[rbp-28]
AchievementElement:Init+d3: 66 66 90                       - nop 3
AchievementElement:Init+d6: 49 BB E0 6F A2 88 E7 01 00 00  - mov r11,AchievementElement:SetIcon
AchievementElement:Init+e0: 41 FF D3                       - call r11
AchievementElement:Init+e3: 83 3F 00                       - cmp dword ptr [rdi],00
AchievementElement:Init+e6: 48 8B 47 18                    - mov rax,[rdi+18]
AchievementElement:Init+ea: 48 8B C8                       - mov rcx,rax
AchievementElement:Init+ed: 83 39 00                       - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
AchievementElement:Init+f0: 48 63 50 1C                    - movsxd  rdx,dword ptr [rax+1C]
// ---------- DONE INJECTING  ----------
AchievementElement:Init+f4: 83 3F 00                       - cmp dword ptr [rdi],00
AchievementElement:Init+f7: 48 8B 47 10                    - mov rax,[rdi+10]
AchievementElement:Init+fb: 48 8B C8                       - mov rcx,rax
AchievementElement:Init+fe: 83 39 00                       - cmp dword ptr [rcx],00
AchievementElement:Init+101: 4C 63 40 4C                    - movsxd  r8,dword ptr [rax+4C]
AchievementElement:Init+105: 49 8B CF                       - mov rcx,r15
AchievementElement:Init+108: 48 8D 64 24 00                 - lea rsp,[rsp+00]
AchievementElement:Init+10d: 90                             - nop 
AchievementElement:Init+10e: 49 BB 30 72 A2 88 E7 01 00 00  - mov r11,AchievementElement:SetProgressBar
AchievementElement:Init+118: 41 FF D3                       - call r11
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>32</ID>
      <Description>"To Do List Always Finished"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>

[ENABLE]

aobscan(INJECT_ToDoList,48 63 40 1C 48 8B 4E 10 48 8B D1 83 3A 00 48 63 49 54) // should be unique
alloc(newmem,$1000,INJECT_ToDoList)

label(code)
label(return)

newmem:

code:
  mov dword ptr [rax+1C],#99
  movsxd  rax,dword ptr [rax+1C]
  mov rcx,[rsi+10]
  jmp return

INJECT_ToDoList:
  jmp newmem
  nop 3
return:
registersymbol(INJECT_ToDoList)

[DISABLE]

INJECT_ToDoList:
  db 48 63 40 1C 48 8B 4E 10

unregistersymbol(INJECT_ToDoList)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: DailyTask:get_IsScoreReached+15

1E7889828B8: 00 00        - add [rax],al
1E7889828BA: 00 00        - add [rax],al
1E7889828BC: 00 00        - add [rax],al
1E7889828BE: 00 00        - add [rax],al
DailyTask:get_IsScoreReached: 48 83 EC 08  - sub rsp,08
DailyTask:get_IsScoreReached+4: 48 89 34 24  - mov [rsp],rsi
DailyTask:get_IsScoreReached+8: 48 8B F1     - mov rsi,rcx
DailyTask:get_IsScoreReached+b: 48 8B 46 18  - mov rax,[rsi+18]
DailyTask:get_IsScoreReached+f: 48 8B C8     - mov rcx,rax
DailyTask:get_IsScoreReached+12: 83 39 00     - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
DailyTask:get_IsScoreReached+15: 48 63 40 1C  - movsxd  rax,dword ptr [rax+1C]
// ---------- DONE INJECTING  ----------
DailyTask:get_IsScoreReached+19: 48 8B 4E 10  - mov rcx,[rsi+10]
DailyTask:get_IsScoreReached+1d: 48 8B D1     - mov rdx,rcx
DailyTask:get_IsScoreReached+20: 83 3A 00     - cmp dword ptr [rdx],00
DailyTask:get_IsScoreReached+23: 48 63 49 54  - movsxd  rcx,dword ptr [rcx+54]
DailyTask:get_IsScoreReached+27: 3B C1        - cmp eax,ecx
DailyTask:get_IsScoreReached+29: 40 0F 9C C0  - setl al
DailyTask:get_IsScoreReached+2d: 48 0F B6 C0  - movzx rax,al
DailyTask:get_IsScoreReached+31: 85 C0        - test eax,eax
DailyTask:get_IsScoreReached+33: 40 0F 94 C0  - sete al
DailyTask:get_IsScoreReached+37: 48 0F B6 C0  - movzx rax,al
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>34</ID>
      <Description>"Max Sex Bar"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscan(INJECT_SexBar,F3 0F 10 8E B0 00 00 00 F3 0F 5A C9 4C) // should be unique
alloc(newmem,$1000,INJECT_SexBar)

label(code)
label(return)

newmem:

code:
  mov [rsi+000000B0],(float)100
  movss xmm1,[rsi+000000B0]
  jmp return

INJECT_SexBar:
  jmp newmem
  nop 3
return:
registersymbol(INJECT_SexBar)

[DISABLE]

INJECT_SexBar:
  db F3 0F 10 8E B0 00 00 00

unregistersymbol(INJECT_SexBar)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: ClickerMinigameController:Update+314

ClickerMinigameController:Update+2de: 49 BB D0 EF 3D 87 E7 01 00 00  - mov r11,UnityEngine.Mathf:SmoothDamp
ClickerMinigameController:Update+2e8: 41 FF D3                       - call r11
ClickerMinigameController:Update+2eb: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
ClickerMinigameController:Update+2ef: F2 0F 5A E8                    - cvtsd2ss xmm5,xmm0
ClickerMinigameController:Update+2f3: F3 0F 11 AE B4 00 00 00        - movss [rsi+000000B4],xmm5
ClickerMinigameController:Update+2fb: 66 0F 57 C0                    - xorpd xmm0,xmm0
ClickerMinigameController:Update+2ff: F2 0F 5A E8                    - cvtsd2ss xmm5,xmm0
ClickerMinigameController:Update+303: F3 0F 11 6D C0                 - movss [rbp-40],xmm5
ClickerMinigameController:Update+308: F3 0F 10 86 AC 00 00 00        - movss xmm0,[rsi+000000AC]
ClickerMinigameController:Update+310: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
// ---------- INJECTING HERE ----------
ClickerMinigameController:Update+314: F3 0F 10 8E B0 00 00 00        - movss xmm1,[rsi+000000B0]
// ---------- DONE INJECTING  ----------
ClickerMinigameController:Update+31c: F3 0F 5A C9                    - cvtss2sd xmm1,xmm1
ClickerMinigameController:Update+320: 4C 8B C5                       - mov r8,rbp
ClickerMinigameController:Update+323: 49 83 C0 C0                    - add r8,-40
ClickerMinigameController:Update+327: 48 8B 86 90 00 00 00           - mov rax,[rsi+00000090]
ClickerMinigameController:Update+32e: F3 0F 10 50 1C                 - movss xmm2,[rax+1C]
ClickerMinigameController:Update+333: F3 0F 5A D2                    - cvtss2sd xmm2,xmm2
ClickerMinigameController:Update+337: F2 0F 10 DA                    - movsd xmm3,xmm2
ClickerMinigameController:Update+33b: F2 0F 5A DB                    - cvtsd2ss xmm3,xmm3
ClickerMinigameController:Update+33f: F2 0F 5A C9                    - cvtsd2ss xmm1,xmm1
ClickerMinigameController:Update+343: F2 0F 5A C0                    - cvtsd2ss xmm0,xmm0
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>36</ID>
      <Description>"999999 Bunny Masks"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscan(INJECT_BunnyMask,48 63 40 28 89 45 F0) // should be unique
alloc(newmem,$1000,INJECT_BunnyMask)

label(code)
label(return)

newmem:

code:
  mov dword ptr [rax+28],#999999
  movsxd  rax,dword ptr [rax+28]
  mov [rbp-10],eax
  jmp return

INJECT_BunnyMask:
  jmp newmem
  nop 2
return:
registersymbol(INJECT_BunnyMask)

[DISABLE]

INJECT_BunnyMask:
  db 48 63 40 28 89 45 F0

unregistersymbol(INJECT_BunnyMask)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: OfficeInventorySlot:UpdateAmount+35

OfficeInventorySlot:UpdateAmount+c: 48 8B F1                       - mov rsi,rcx
OfficeInventorySlot:UpdateAmount+f: C7 45 F0 00 00 00 00           - mov [rbp-10],00000000
OfficeInventorySlot:UpdateAmount+16: 48 8B 46 40                    - mov rax,[rsi+40]
OfficeInventorySlot:UpdateAmount+1a: 48 85 C0                       - test rax,rax
OfficeInventorySlot:UpdateAmount+1d: 0F 84 43 00 00 00              - je OfficeInventorySlot:UpdateAmount+66
OfficeInventorySlot:UpdateAmount+23: 48 8B 46 28                    - mov rax,[rsi+28]
OfficeInventorySlot:UpdateAmount+27: 48 89 45 E8                    - mov [rbp-18],rax
OfficeInventorySlot:UpdateAmount+2b: 48 8B 46 40                    - mov rax,[rsi+40]
OfficeInventorySlot:UpdateAmount+2f: 48 8B C8                       - mov rcx,rax
OfficeInventorySlot:UpdateAmount+32: 83 39 00                       - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
OfficeInventorySlot:UpdateAmount+35: 48 63 40 28                    - movsxd  rax,dword ptr [rax+28]
// ---------- DONE INJECTING  ----------
OfficeInventorySlot:UpdateAmount+39: 89 45 F0                       - mov [rbp-10],eax
OfficeInventorySlot:UpdateAmount+3c: 48 8B CD                       - mov rcx,rbp
OfficeInventorySlot:UpdateAmount+3f: 48 83 C1 F0                    - add rcx,-10
OfficeInventorySlot:UpdateAmount+43: 66 66 90                       - nop 3
OfficeInventorySlot:UpdateAmount+46: 49 BB 10 F2 F2 FF E9 01 00 00  - mov r11,System.Int32:ToString
OfficeInventorySlot:UpdateAmount+50: 41 FF D3                       - call r11
OfficeInventorySlot:UpdateAmount+53: 48 8B D0                       - mov rdx,rax
OfficeInventorySlot:UpdateAmount+56: 48 8B 45 E8                    - mov rax,[rbp-18]
OfficeInventorySlot:UpdateAmount+5a: 48 8B C8                       - mov rcx,rax
OfficeInventorySlot:UpdateAmount+5d: 48 8B 00                       - mov rax,[rax]
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
  <CheatCodes>
    <CodeEntry>
      <Description>Change of jae IOBeerTapAreaControl:OnWorkStarted+229</Description>
      <AddressString>1E7873F1F80</AddressString>
      <Before>
        <Byte>8A</Byte>
        <Byte>D9</Byte>
        <Byte>01</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
      </Before>
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        <Byte>0F</Byte>
        <Byte>83</Byte>
        <Byte>D3</Byte>
        <Byte>01</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
      </Actual>
      <After>
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        <Byte>8B</Byte>
        <Byte>87</Byte>
        <Byte>C8</Byte>
        <Byte>00</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
      <Description>Change of jp IOBeerTapAreaControl:OnWorkStarted+229</Description>
      <AddressString>1E7873F1F7A</AddressString>
      <Before>
        <Byte>C9</Byte>
        <Byte>66</Byte>
        <Byte>0F</Byte>
        <Byte>2F</Byte>
        <Byte>C8</Byte>
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        <Byte>D3</Byte>
        <Byte>01</Byte>
        <Byte>00</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
      <Description>Change of mov r11,UnityEngine.Random:Range</Description>
      <AddressString>1E7873F200E</AddressString>
      <Before>
        <Byte>C0</Byte>
        <Byte>48</Byte>
        <Byte>8D</Byte>
        <Byte>6D</Byte>
        <Byte>00</Byte>
      </Before>
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        <Byte>49</Byte>
        <Byte>BB</Byte>
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        <Byte>E9</Byte>
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        <Byte>00</Byte>
      </Actual>
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        <Byte>FF</Byte>
        <Byte>D3</Byte>
        <Byte>F3</Byte>
        <Byte>0F</Byte>
      </After>
    </CodeEntry>
    <CodeEntry>
      <Description>Change of call r11</Description>
      <AddressString>1E7873F2018</AddressString>
      <Before>
        <Byte>FF</Byte>
        <Byte>E9</Byte>
        <Byte>01</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
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        <Byte>0F</Byte>
        <Byte>5A</Byte>
        <Byte>C0</Byte>
        <Byte>F2</Byte>
      </After>
    </CodeEntry>
  </CheatCodes>
  <UserdefinedSymbols/>
</CheatTable>
