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disp_hitboxes.lua
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disp_hitboxes.lua
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local display_hitboxes = true
local display_hurtboxes = true
local display_pushboxes = true
local display_throwboxes = true
local display_throwhurtboxes = true
local display_proximityboxes = true
local display_properties = true
local hide_p2 = false
local changed
local gBattle
local reversePairs = function ( aTable )
local keys = {}
for k,v in pairs(aTable) do keys[#keys+1] = k end
table.sort(keys, function (a, b) return a>b end)
local n = 0
return function ( )
n = n + 1
if n > #keys then return nil, nil end
return keys[n], aTable[keys[n] ]
end
end
re.on_draw_ui(function()
if imgui.tree_node("Hitbox Viewer") then
changed, display_hitboxes = imgui.checkbox("Display Hitboxes", display_hitboxes)
changed, display_hurtboxes = imgui.checkbox("Display Hurtboxes", display_hurtboxes)
changed, display_pushboxes = imgui.checkbox("Display Pushboxes", display_pushboxes)
changed, display_throwboxes = imgui.checkbox("Display Throw Boxes", display_throwboxes)
changed, display_throwhurtboxes = imgui.checkbox("Display Throw Hurtboxes", display_throwhurtboxes)
changed, display_proximityboxes = imgui.checkbox("Display Proximity Boxes", display_proximityboxes)
changed, display_properties = imgui.checkbox("Display Properties", display_properties)
changed, hide_p2 = imgui.checkbox("Hide P2 Boxes", hide_p2)
imgui.tree_pop()
end
end)
re.on_frame(function()
gBattle = sdk.find_type_definition("gBattle")
if gBattle then
local sWork = gBattle:get_field("Work"):get_data(nil)
local cWork = sWork.Global_work
for i, obj in pairs(cWork) do
local actParam = obj.mpActParam
if actParam then
local col = actParam.Collision
for j, rect in reversePairs(col.Infos._items) do
if rect ~= nil then
local posX = rect.OffsetX.v / 6553600.0
local posY = rect.OffsetY.v / 6553600.0
local sclX = rect.SizeX.v / 6553600.0 * 2
local sclY = rect.SizeY.v / 6553600.0 * 2
posX = posX - sclX / 2
posY = posY - sclY / 2
local screenTL = draw.world_to_screen(Vector3f.new(posX - sclX / 2, posY + sclY / 2, 0))
local screenTR = draw.world_to_screen(Vector3f.new(posX + sclX / 2, posY + sclY / 2, 0))
local screenBL = draw.world_to_screen(Vector3f.new(posX - sclX / 2, posY - sclY / 2, 0))
local screenBR = draw.world_to_screen(Vector3f.new(posX + sclX / 2, posY - sclY / 2, 0))
if screenTL and screenTR and screenBL and screenBR then
local finalPosX = (screenTL.x + screenTR.x) / 2
local finalPosY = (screenBL.y + screenTL.y) / 2
local finalSclX = (screenTR.x - screenTL.x)
local finalSclY = (screenTL.y - screenBL.y)
if rect:get_field("HitPos") ~= nil then
if rect.TypeFlag > 0 and display_hitboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFF0040C0)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x600040C0)
elseif (rect.TypeFlag == 0 and rect.PoseBit > 0) and display_throwboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFFD080FF)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x60D080FF)
elseif display_proximityboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFF5b5b5b)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x405b5b5b)
end
elseif rect:get_field("Attr") ~= nil then
if display_pushboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFF00FFFF)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x4000FFFF)
end
elseif rect:get_field("HitNo") ~= nil then
if display_hurtboxes then
if rect.Type == 2 or rect.Type == 1 then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFFFF0080)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x40FF0080)
else
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFF00FF00)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x4000FF00)
end
if rect.TypeFlag == 1 and rect.Immune == 4 and display_properties then
draw.text("Air Strike Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
draw.text("Projectile Inv", finalPosX, finalPosY + (finalSclY / 2) - 10, 0xFFFFFF00)
elseif rect.TypeFlag == 2 and rect.Immune == 4 and display_properties then
draw.text("Strike Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
draw.text("Projectile Inv", finalPosX, finalPosY + (finalSclY / 2) - 10, 0xFFFFFF00)
elseif rect.TypeFlag == 1 and display_properties then
draw.text("Projectile Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
elseif rect.Immune == 4 and display_properties then
draw.text("Air Strike Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
elseif rect.TypeFlag == 2 and display_properties then
draw.text("Strike Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
end
end
elseif display_throwboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFFFF0000)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x60FF0000)
end
end
end
end
end
end
local sPlayer = gBattle:get_field("Player"):get_data(nil)
local cPlayer = sPlayer.mcPlayer
for i, player in pairs(cPlayer) do
if hide_p2 and i % 2 > 0 then return end
local actParam = player.mpActParam
if actParam then
local col = actParam.Collision
for j, rect in reversePairs(col.Infos._items) do
if rect ~= nil then
local posX = rect.OffsetX.v / 6553600.0
local posY = rect.OffsetY.v / 6553600.0
local sclX = rect.SizeX.v / 6553600.0 * 2
local sclY = rect.SizeY.v / 6553600.0 * 2
posX = posX - sclX / 2
posY = posY - sclY / 2
local screenTL = draw.world_to_screen(Vector3f.new(posX - sclX / 2, posY + sclY / 2, 0))
local screenTR = draw.world_to_screen(Vector3f.new(posX + sclX / 2, posY + sclY / 2, 0))
local screenBL = draw.world_to_screen(Vector3f.new(posX - sclX / 2, posY - sclY / 2, 0))
local screenBR = draw.world_to_screen(Vector3f.new(posX + sclX / 2, posY - sclY / 2, 0))
if screenTL and screenTR and screenBL and screenBR then
local finalPosX = (screenTL.x + screenTR.x) / 2
local finalPosY = (screenBL.y + screenTL.y) / 2
local finalSclX = (screenTR.x - screenTL.x)
local finalSclY = (screenTL.y - screenBL.y)
if rect:get_field("HitPos") ~= nil then
if rect.TypeFlag > 0 and display_hitboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFF0040C0)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x600040C0)
elseif (rect.TypeFlag == 0 and rect.PoseBit > 0) and display_throwboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFFD080FF)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x60D080FF)
elseif display_proximityboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFF5b5b5b)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x405b5b5b)
end
elseif rect:get_field("Attr") ~= nil then
if display_pushboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFF00FFFF)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x4000FFFF)
end
elseif rect:get_field("HitNo") ~= nil then
if display_hurtboxes then
if rect.Type == 2 or rect.Type == 1 then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFFFF0080)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x40FF0080)
else
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFF00FF00)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x4000FF00)
end
if rect.TypeFlag == 1 and rect.Immune == 4 and display_properties then
draw.text("Air Strike Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
draw.text("Projectile Inv", finalPosX, finalPosY + (finalSclY / 2) - 10, 0xFFFFFF00)
elseif rect.TypeFlag == 2 and rect.Immune == 4 and display_properties then
draw.text("Strike Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
draw.text("Projectile Inv", finalPosX, finalPosY + (finalSclY / 2) - 10, 0xFFFFFF00)
elseif rect.TypeFlag == 1 and display_properties then
draw.text("Projectile Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
elseif rect.Immune == 4 and display_properties then
draw.text("Air Strike Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
elseif rect.TypeFlag == 2 and display_properties then
draw.text("Strike Inv", finalPosX, finalPosY + (finalSclY / 2), 0xFFFFFF00)
end
end
elseif display_throwboxes then
draw.outline_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0xFFFF0000)
draw.filled_rect(finalPosX, finalPosY, finalSclX, finalSclY, 0x60FF0000)
end
end
end
end
end
end
end
end)