End of Edge
Posted: Sat Jul 29, 2023 11:48 am
cheat list
Code: Select all
[list]
[*]Game Manager
[list]
[*]Pointers
[list]
[*]m_gameData
[list]
[*]closeDeputyWeapon
[*]enemyAIDelayTime
[*]outFallingTime
[*]preWarningType
[*]rushAimType
[*]shadowDownValuePerSecond
[*]shadowAddValueKillEnemy
[*]costShadowValuePerSecond
[*]addStrengthColor.r
[*]addStrengthColor.g
[*]addStrengthColor.b
[*]addStrengthColor.a
[*]forbidRushColor.r
[*]forbidRushColor.g
[*]forbidRushColor.b
[*]forbidRushColor.a
[*]fullColor.r
[*]fullColor.g
[*]fullColor.b
[*]fullColor.a
[*]pcFullColor.r
[*]pcFullColor.g
[*]pcFullColor.b
[*]pcFullColor.a
[*]pcForbidColor.r
[*]pcForbidColor.g
[*]pcForbidColor.b
[*]pcForbidColor.a
[*]fireColor.r
[*]fireColor.g
[*]fireColor.b
[*]fireColor.a
[*]PlayerColoParticle.r
[*]PlayerColoParticle.g
[*]PlayerColoParticle.b
[*]PlayerColoParticle.a
[*]EnemyColoColoParticle.r
[*]EnemyColoColoParticle.g
[*]EnemyColoColoParticle.b
[*]EnemyColoColoParticle.a
[/list]
[*]levelParams.isLevelEnd
[*]levelParams.pinDaoCount
[*]levelParams.nonStopSkilling
[*]levelParams.useWeaponCount
[*]levelParams.useFlash
[*]levelParams.useAttack
[*]levelParams.killEnemy
[*]levelParams.pickWeapon
[*]levelParams.ridingHorse
[*]levelParams.levelRank
[*]PlayMode
[*]<CameraPlay>k__BackingField
[*]<IsFadeCamera>k__BackingField
[*]showFireCount
[*]PlayerLife
[*]<CivilianLife>k__BackingField
[*]<FanyuLife>k__BackingField
[*]<isKeyInput>k__BackingField
[*]<IsRidingState>k__BackingField
[*]<firstPickItem>k__BackingField
[*]<firstRidingHorse>k__BackingField
[*]startGaming
[*]firstInScene
[*]firstPlayBGM
[*]<firstShowAddress>k__BackingField
[*]<hadLoadBossStory>k__BackingField
[*]m_Minute
[*]m_Second
[*]scenePlay
[*]<IsGameOver>k__BackingField
[*]m_asyncReloadOver
[*]<QualityLevel>k__BackingField
[*]m_moveFixPoint
[*]<ResolutionSetting>k__BackingField
[*]<FullScreen>k__BackingField
[*]m_pcMoveDir
[*]<CurMusicVolume>k__BackingField
[*]<CurSfxVolume>k__BackingField
[*]<endlessHistoryScore>k__BackingField
[*]<Language>k__BackingField
[*]m_joystickSensity
[*]m_setFixMode
[*]m_jumpPlot
[*]m_backEffect
[*]<TestField>k__BackingField
[*]m_backGround
[*]<IsHardMode>k__BackingField
[*]_selectHardMode
[*]<IsHardModeTip>k__BackingField
[*]<IsPlayTestModeTip>k__BackingField
[*]<IsLoginOver>k__BackingField
[*]<IsLoadingStartAnim>k__BackingField
[*]<IsLoadingControllerTip>k__BackingField
[*]<IsPlayingLoadingAnim>k__BackingField
[*]m_firstEnterGame
[*]<IsShadowMode>k__BackingField
[*]<MultiDirectionCount>k__BackingField
[*]<ShowTimerUI>k__BackingField
[*]<MapID>k__BackingField
[*]<LevelID>k__BackingField
[*]m_gameStartTime
[*]m_gameLastLongTime
[*]m_curMapBattleTime
[*]m_battleGameTime
[*]m_persistentMapGameTime
[*]<TriggerComboKillCount>k__BackingField
[*]<IsComputerScoreEnd>k__BackingField
[*]<levelCurRidingId>k__BackingField
[*]<levelStartRidingId>k__BackingField
[*]m_popShadowTeach
[*]<IsSceneLoading>k__BackingField
[*]isHoleScreen
[*]isInitHoleScreen
[*]LevelShowOnce
[*]<ProtectClick>k__BackingField
[*]m_applicationPause
[*]<excuteClearAllData>k__BackingField
[*]<loginSuccess>k__BackingField
[*]m_startCountBattleTime
[*]m_Timer
[*]m_playerTempTime
[*]m_protectPlayerRestart
[*]m_jumpSceneIsMain
[*]m_preLoadingScene
[*]m_doorCount
[*]m_gamePause
[*]<RidingHorseInfo>k__BackingField
[*]<StartRidingHorseInfo>k__BackingField
[*]<StartRidingLevel>k__BackingField
[*]<HorseInfoValid>k__BackingField
[/list]
[*]Scripts
[list]
[*]Mission Time Zero
[/list]
[/list]
[*]Player Controller
[list]
[*]Pointers
[list]
[*]<InScreen>k__BackingField
[*]m_pauseLevel
[*]<MapType>k__BackingField
[*]EnableLOD
[*]bound.x
[*]bound.y
[*]<randomFrame>k__BackingField
[*]isCheckGround
[*]checkCollider
[*]CheckRadius
[*]boxSize.x
[*]boxSize.y
[*]boxAngle
[*]m_terrianLayer
[*]<IdleCheckGround>k__BackingField
[*]IgnoreFire
[*]maxFireValue
[*]m_fireValue
[*]m_beFire
[*]<CharacterCurrentState>k__BackingField
[*]<LastCharacterState>k__BackingField
[*]deadSoundEvent
[*]life
[*]isRidingHorse
[*]rigidyBodyMass
[*]ridingReduceSpeed
[*]ridingRushAttackAngle
[*]shieldDamageValue
[*]canShove
[*]hasShield
[*]attackAlwaysDamage
[*]attackBlockStun
[*]invincible
[*]<DisableAIRotation>k__BackingField
[*]<attackStage>k__BackingField
[*]<horingRushState>k__BackingField
[*]<IsInvisible>k__BackingField
[*]<StartShowInvisibleEffect>k__BackingField
[*]m_curAlpha
[*]<IsMoving>k__BackingField
[*]<localHorseId>k__BackingField
[*]ShowDeadBody
[*]<skillValue>k__BackingField
[*]m_isFalling
[*]m_startRecoverScale
[*]m_tempFloatTime
[*]m_recoverScaleTime
[*]m_localScale
[*]<deadReason>k__BackingField
[*]m_deadColor.r
[*]m_deadColor.g
[*]m_deadColor.b
[*]m_deadColor.a
[*]moveSpeed
[*]rushSpeed
[*]ridingRushSpeed
[*]rushDis
[*]rushOffsetDis
[*]rushStrengthCost
[*]ridingRushStrengthCost
[*]maxStrengthValue
[*]strengthRecoverSpeed
[*]horseStrengthRecoverSpeed
[*]pickDistance
[*]horseOffsetSpeed
[*]horseDistance
[*]upDownHorseTime
[*]downHorseSpeedValue
[*]ridingStunValue
[*]ridingTurnMinSpeed
[*]ridingTurnMinAngle
[*]autoFaceDisEnemy
[*]faceToAngleSpeed
[*]keyFaceToAngleSpeed
[*]m_deadZoneDistance
[*]m_cameraMoveSpeed
[*]dieTime
[*]collectReplayTransFrame
[*]rushTypeFace
[*]canLockEnemy
[*]playerCopy
[*]m_crisisWarningTime
[*]m_checkAttackInputTime
[*]shootSpeedValue
[*]shootHelpAngle
[*]shootHelpDistance
[*]shootCount
[*]shootOffestAngle
[*]m_triggerSpinAttackTime
[*]rushChopRotateStartTime
[*]rushChopRotate360Time
[*]rushOffsetAngle
[*]addStrengthColor.r
[*]addStrengthColor.g
[*]addStrengthColor.b
[*]addStrengthColor.a
[*]forbidRushColor.r
[*]forbidRushColor.g
[*]forbidRushColor.b
[*]forbidRushColor.a
[*]m_skillId
[*]m_rushDisAdd
[*]shadowAddValueByKill
[*]shadowReduceValuePerSecond
[*]reduceShadowValueTime
[*]shadowReduceValueOnShadowModel
[*]m_shadowValue
[*]<ShadowPhase>k__BackingField
[*]m_startShadowCoutdown
[*]m_enterShadowModel
[*]m_tempShadowTime
[*]<strength>k__BackingField
[*]m_strenghtAdd
[*]m_canMove
[*]<CanRotate>k__BackingField
[*]m_faceDir.x
[*]m_faceDir.y
[*]m_faceDir.z
[*]m_faceTargetDir.x
[*]m_faceTargetDir.y
[*]m_faceTargetDir.z
[*]m_moveDir.x
[*]m_moveDir.y
[*]m_moveDir.z
[*]m_rushDir.x
[*]m_rushDir.y
[*]m_rushDir.z
[*]m_lastHitDir.x
[*]m_lastHitDir.y
[*]m_lastHitDir.z
[*]m_combokillNumber
[*]viewWidth
[*]viewHeight
[*]m_realViewWidth
[*]m_realViewHeight
[*]<IsForbidAttackState>k__BackingField
[*]m_outAttackNumber
[*]m_startRecord
[*]m_startReplay
[*]m_replayIndex
[*]m_recordTime
[*]m_recordWaitIndex
[*]m_lastRecordPos.x
[*]m_lastRecordPos.y
[*]m_lastRecordPos.z
[*]bInShowTips
[*]m_startFinalDie
[*]m_focoKillEnemy
[*]m_beHook
[*]m_hookSpeed
[*]m_equipMeteor
[*]m_isStartCheckAttacked
[*]m_checkAttackTimePoint
[*]m_checkAttackInput
[*]test
[*]m_oneAttackKillNumber
[*]attackWeapon
[*]m_skillType
[*]startCountWeapon
[*]weaponTime
[*]countWeaponId
[*]<EnableOperate>k__BackingField
[*]m_checkSpinAttackInput
[*]m_attackAfterRush
[*]m_waitSpinAttackOperate
[*]m_lastMoveDir.x
[*]m_lastMoveDir.y
[*]m_lastMoveDir.z
[*]m_skillRush
[*]isRidingRushAttack
[*]m_hadPlayFocoEffect
[*]m_hadFocoOver
[*]m_pressOnTime
[*]m_pressStartTime
[*]m_isPressingAttack
[*]m_isStartPress
[*]m_shadowLastAttackState
[*]m_isLowSpeedTurnState
[*]curVelocity.x
[*]curVelocity.y
[*]vMove.x
[*]vMove.y
[*]vMove.z
[*]m_beforePos.x
[*]m_beforePos.y
[*]m_beforePos.z
[*]m_firstDown
[*]m_moveCameraDelta.x
[*]m_moveCameraDelta.y
[*]m_moveCameraDelta.z
[*]m_startMoveCamera
[*]m_cameraDoubleMode
[*]m_offsetVector.x
[*]m_offsetVector.y
[*]m_offsetVector.z
[*]m_lockObj
[*]m_beforeMouse.x
[*]m_beforeMouse.y
[*]m_beforeMouse.z
[*]m_initMouse.x
[*]m_initMouse.y
[*]m_initMouse.z
[*]m_lastMousePos.x
[*]m_lastMousePos.y
[*]m_lastMousePos.z
[*]m_lastCursorPos.x
[*]m_lastCursorPos.y
[*]m_lastCursorPos.z
[*]m_enableRiding
[*]m_isPlayRiding
[*]m_isWaitUpdateWeapon
[*]m_curOutNumber
[*]m_shadowDeltaTime
[*]m_strengthSatifyRush
[*]m_reachEnd
[*]m_crisisWarningStartTime
[*]m_enterWarningState
[*]m_initWarningScale
[/list]
[*]Scripts
[list]
[*]All Weapon Max Ammo/Durability
[*]Invisible
[list]
[*]Note: Sand Assasin Won't be Able to Come Out When Invisibile
[/list]
[*]Infinite Dash
[*]Infinite Shadow
[list]
[*]Note: Will stuck on rare occasions if pressing while triggering events
[/list]
[*]Infinite Life
[list]
[*]Note: Will stuck on occasion if death by falling to water
[/list]
[/list]
[/list]
[*]Author: MarianaRoses -- Visit Us at https://opencheattables.com
[/list]
Interesting game, somewhat reminds me of Hotline Miami 1/2 games.