Help! Unlink Enemy - ModMenu based Frida Il2cpp-bridge

CHEATS GAMES

Solid & Active Platinian
I have a modmenu with frida, I want to unlink the enemy but I have this error, get_IsNPC is in another class, the error says that I need to use il2cpp object, how to make this work?


C++:
bool hack1;

float get_BulletDamageMult(void* thiz_) {
    auto thiz = Il2Cpp2::Object(thiz_);

    auto get_IsNPC = Il2Cpp2::domain().Assembly("Assembly-CSharp").Image().Class("Game.CharacterLogic.BattleLogic").Method("get_IsNPC").Invoke<bool>( {});

    if(get_IsNPC   && hack1) {
        return 999999.0f;
    }

    return thiz.Method("get_BulletDamageMult").Invoke<float>({});
}


void hooks_initializer() {

    auto assemblyCsharp = Il2Cpp2::domain().Assembly(ENCRYPTHEX("Assembly-CSharp")).Image();


    auto ProjectileWeaponSettings = assemblyCsharp.Class("Game.ProjectileWeaponSettings");

    ProjectileWeaponSettings.Method("get_BulletDamageMult").Implementation(get_BulletDamageMult);


}



my error pic:

Imagem do WhatsApp de 2025-03-27 à(s) 05.41.34_29ad8a32.jpg




code enemy:

C++:
// Assembly-CSharp.dll
public sealed class Game.CharacterLogic.BattleLogic : Game.CharacterLogic.AbstractLogic
{
    // Fields
    public Game.CharacterLogic.BattleLogic.SyncDataBasic sync; // 0x78
    private System.Single _battleEntityDisableDelay; // 0x7c
    private System.Boolean _isNPC; // 0x80
    public System.String playerId; // 0x88
    public System.String playerName; // 0x90
    public System.Byte groupIndex; // 0x98
    public Game.CharacterSpawnData spawnData; // 0xa0
    public System.Boolean isLocal; // 0x138
    public System.Boolean isBot; // 0x139
    public System.Int32 playerIndex; // 0x13c
    private System.String <Name>k__BackingField; // 0x140
    private System.String <Tag>k__BackingField; // 0x148
    private System.Byte <TagColor>k__BackingField; // 0x150
    private Game.CharacterLogic.RespawnState <CustomRespawn>k__BackingField; // 0x158
    private System.Action<Game.Character,Game.ImpactDealer> OnPlayerKill; // 0x160

    // Methods
    public System.Boolean get_IsNPC(); // 0x515bd18
    public System.String get_Name(); // 0x515bd20
    public System.Void set_Name(System.String value); // 0x515bd28
    public System.String get_Tag(); // 0x515bd30
    public System.Void set_Tag(System.String value); // 0x515bd38
    public System.Byte get_TagColor(); // 0x515bd40
    public System.Void set_TagColor(System.Byte value); // 0x515bd48
    public Game.CharacterLogic.RespawnState get_CustomRespawn(); // 0x515bd50
    private System.Void set_CustomRespawn(Game.CharacterLogic.RespawnState value); // 0x515bd58
    public System.Void add_OnPlayerKill(System.Action<Game.Character,Game.ImpactDealer> value); // 0x515bd60
    public System.Void remove_OnPlayerKill(System.Action<Game.Character,Game.ImpactDealer> value); // 0x515be14
    public override System.Void OnStart(ref System.Int32& freeNetworkId); // 0x515bec8
    public override System.Void OnInjure(Game.Health.DeathInfo info); // 0x515c040
    public override System.Void OnCure(); // 0x515c0f8
    public override System.Void OnDeath(Game.Health.DeathInfo info); // 0x515c1b0
    public override System.Void OnRevive(); // 0x515c46c
    public System.Void ProcessPlayerKill(Game.Character victim, Game.ImpactDealer impactDealer); // 0x515c540
    public System.Void InitializeCustomRespawn(); // 0x5152930
    protected override System.Void OnDestroy(); // 0x515c5e8
    private System.Void OnHealthChangedUpdateState(Game.Health.ChangeInfo info); // 0x515c5f0
    private System.Collections.IEnumerator DisableBattleEntity(); // 0x515c404
    public System.Void .ctor(); // 0x515c90c
}


code damage:

C++:
// Assembly-CSharp.dll
[Serializable]
private class Game.DualWeapon.DualWeaponModificator : System.Object
{
    // Fields
    private Utils.Resettable<System.Single> _viewConeHeightMult; // 0x10
    private Utils.Resettable<System.Single> _viewConeHorizontalFlatnessMult; // 0x1c
    private Utils.Resettable<System.Single> _viewConeHorizontalAngleMult; // 0x28
    private Utils.Resettable<System.Single> _fireRateMult; // 0x34
    private Utils.Resettable<System.Single> _bulletDamageMult; // 0x40
    private Utils.Resettable<System.Single> _reloadTimeMult; // 0x4c

    // Methods
    public System.Single get_ViewConeHeightMult(); // 0x3ffd054
    public System.Void set_ViewConeHeightMult(System.Single value); // 0x3ffd09c
    public System.Single get_ViewConeHorizontalFlatnessMult(); // 0x3ffd0f4
    public System.Void set_ViewConeHorizontalFlatnessMult(System.Single value); // 0x3ffd13c
    public System.Single get_ViewConeHorizontalAngleMult(); // 0x3ffd194
    public System.Void set_ViewConeHorizontalAngleMult(System.Single value); // 0x3ffd1dc
    public System.Single get_FireRateMult(); // 0x3ffc294
    public System.Void set_FireRateMult(System.Single value); // 0x3ffd234
    public System.Single get_BulletDamageMult(); // 0x3ffd28c
    public System.Void set_BulletDamageMult(System.Single value); // 0x3ffd2d4
    public System.Single get_ReloadTimeMult(); // 0x3ffc330
    public System.Void set_ReloadTimeMult(System.Single value); // 0x3ffd32c
    public System.Void Apply(Game.AbstractWeapon weapon); // 0x3ffbfd4
    private System.Void Apply(Game.AbstractWeaponSettings settings); // 0x3ffd384
    public System.Void ResetModifiedValues(); // 0x3ffc1c0
    public System.Void .ctor(); // 0x3ffce84
}
 
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