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📌 Educational & Research Purpose Only 🔍 Sharing publicly available source code for learning ❌ No selling ❌ No buying ❌ No promotions ⚠️ I am not responsible for misuse 📚 For knowledge & awareness only MODs & Kernel Resources.☑️

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Vehicle Effect Change
local VehicleAvatarComponent = require("GameLua.GameCore.Module.Vehicle.Component.VehicleAvatarComponent") VehicleAvatarComponent.__inner_impl.CheckCanPlaySkinSwitchEffect = function(self, curVehicleId, lastVehicleId)     return true end VehicleAvatarComponent.__inner_impl.ShowVehicleSwitchEffect = function(self)     if not self.curSwitchEffectId or self.curSwitchEffectId <= 0 then         self.curSwitchEffectId = 7303001     end     local vehicleActor = self:GetOwner()     if not slua.isValid(vehicleActor) then return false end     if self.uSwitchEffectActor then         self:StopSkinSwitchEffect()         self.uSwitchEffectActor:K2_DestroyActor()         self.uSwitchEffectActor = nil     end     if not self.lastEquipedAvatarId or self.lastEquipedAvatarId <= 0 then         self.lastEquipedAvatarId = vehicleActor.ClientUsedAvatarID or vehicleActor:GetDefaultAvatarID() or 0     end     local currentAvatarID = vehicleActor.ClientUsedAvatarID or self.lastEquipedAvatarId or 0     local bIsLobbyActor = self:IsLobbyActor()     local world = slua_GameFrontendHUD:GetWorld()     local VehiclePlateLicenseUtil = require("GameLua.Activity.Commercialize.GamePlay.Vehicle.VehiclePlateLicenseUtil")     local SkinSwitchEffectActorPath = VehiclePlateLicenseUtil.GetSwitchEffectActorPath()     local BP_DissolveVehicleClass = import(SkinSwitchEffectActorPath)     self.uSwitchEffectActor = world:SpawnActor(BP_DissolveVehicleClass, nil, nil, nil)     if not slua.isValid(self.uSwitchEffectActor) then         self.uSwitchEffectActor = nil         return false     end     self.uSwitchEffectActor:K2_AttachToActor(vehicleActor, "None", 1, 1, 1, false)     self.uSwitchEffectActor:K2_SetActorRelativeLocation(FVector(0, 0, 0), false, nil, false)     self.uSwitchEffectActor:K2_SetActorRelativeRotation(FRotator(0, 0, 0), false, nil, false)     self:ChangeFakeSwitchVehicleAvatar(self.uSwitchEffectActor.Mesh, self.lastEquipedAvatarId)     self.uSwitchEffectActor:SetAnimInsAndAnimState(self.uOldVehicleMeshAnimClass, vehicleActor)     self.uSwitchEffectActor:StartVehicleSwitchEffect(vehicleActor, self.curSwitchEffectId, self.lastEquipedAvatarId, currentAvatarID, bIsLobbyActor)     self.uOldVehicleMeshAnimClass = nil     return true end VehicleAvatarComponent.__inner_impl.ResetAnimationState = function(self)     if self.uSwitchEffectActor then         self:StopSkinSwitchEffect()         self.uSwitchEffectActor:K2_DestroyActor()         self.uSwitchEffectActor = nil     end     self.lastEquipedAvatarId = 0     self.curSwitchEffectId = 7303001 end local Hama = SDKDumper local O_ReceiveBeginPlay = VehicleAvatarComponent.__inner_impl.ReceiveBeginPlay VehicleAvatarComponent.__inner_impl.ReceiveBeginPlay = function(self)     O_ReceiveBeginPlay(self)     self:ResetAnimationState() end

function logic_card_collection_season:GetCardCollectionLevelByScore(score) local levelConfig = CDataTable.GetTable("CardScore
function logic_card_collection_season:GetCardCollectionLevelByScore(score) local levelConfig = CDataTable.GetTable("CardScoreLevelCfg") local level = 100 for i, v in pairs(levelConfig) do if score < v.MinScore then return level end level = v.Level end return level end