Cheat Engine tables for Hollow Knight: Silksong
Hollow Knight Silksong (light table).CT
- Toggle Compact View
- Toggle scripts
- Enable mono
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- PlayerData
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- Data+
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- profileID
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- playTime
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- isInvincible
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- infiniteAirJump
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- openingCreditsPlayed
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- permadeathMode
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- CollectedDockDemoKey
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- HasStoredMemoryState
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- health
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- maxHealth
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- maxHealthBase
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- healthBlue
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- damagedBlue
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- damagedPurple
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- prevHealth
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- heartPieces
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- SeenBindPrompt
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- geo / ロザリー
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- ShellShards
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- silk
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- silkMax
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- silkRegenMax
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- silkParts
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- IsSilkSpoolBroken
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- UnlockSilkFinalCutscene
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- silkSpoolParts
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- atBench
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- mapZone
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- extraRestZone
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- HP no change (may die if get big damage)
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- Max silk when get
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- Silk no decrease when use
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- Takes no damage, in general
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- Disable when hero must die
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- Not recommended:
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- Will not die in traps, but may stuck there
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- Disable this script when stucked
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- Takes no damage, type 2
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- Invulnerable - takes one more death attack
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- Try to keep sub weapon (i.e. Straight Pin) amount full
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- only works if cur. amount = settings below
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- Current amount #1
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- Current amount #2
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- Current amount #3
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- Current amount #4
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- Current amount #5
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- Fast Sprint race win
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- inf. dart game retry
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- Fast kill - multi hit attack
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- Prmanent in game session
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- multiplier
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- Fast kill - general / single hit attack
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- Prmanent in game session
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- multiplier
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- Get hero controller data
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- addr
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- Data
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- verboseMode
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- RUN_SPEED
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- WALK_SPEED
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- JUMP_SPEED
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- MIN_JUMP_SPEED
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- JUMP_STEPS
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- JUMP_STEPS_MIN
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- AIR_HANG_GRAVITY
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- AIR_HANG_ACCEL
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- SHUTTLECOCK_SPEED
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- FLOAT_SPEED
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- DOUBLE_JUMP_RISE_STEPS
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- DOUBLE_JUMP_FALL_STEPS
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- JUMP_ABILITY_GROUND_RAY_LENGTH
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- WALLJUMP_RAY_LENGTH
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- WALLJUMP_BROLLY_RAY_LENGTH
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- WJLOCK_STEPS_SHORT
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- WJLOCK_STEPS_LONG
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- WJLOCK_CHAIN_STEPS
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- WJ_KICKOFF_SPEED
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- WALL_STICKY_STEPS
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- DASH_SPEED
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- DASH_TIME
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- AIR_DASH_TIME
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- DOWN_DASH_TIME
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- DASH_QUEUE_STEPS
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- DASH_COOLDOWN
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- WALLSLIDE_STICK_TIME
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- WALLSLIDE_ACCEL
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- WALLSLIDE_SHUTTLECOCK_VEL
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- WALLCLING_DECEL
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- WALLCLING_COOLDOWN
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- NAIL_CHARGE_TIME
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- NAIL_CHARGE_TIME_QUICK
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- NAIL_CHARGE_BEGIN_TIME
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- NAIL_CHARGE_BEGIN_TIME_QUICK
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- TIME_TO_ENTER_SCENE_BOT
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- SPEED_TO_ENTER_SCENE_HOR
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- SPEED_TO_ENTER_SCENE_UP
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- SPEED_TO_ENTER_SCENE_DOWN
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- DEFAULT_GRAVITY
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- UNDERWATER_GRAVITY
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- ALT_ATTACK_RESET
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- DOWNSPIKE_REBOUND_STEPS
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- DOWNSPIKE_REBOUND_SPEED
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- DOWNSPIKE_LAND_RECOVERY_TIME
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- DOWNSPIKE_ANTIC_DECELERATION
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- DOWNSPIKE_ANTIC_CLAMP_VEL_Y
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- DOWNSPIKE_ANTIC_CLAMP_VEL_?
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- JUMP_SPEED_UPDRAFT_EXIT
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- DOWNSPIKE_INVULNERABILITY_STEPS
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- DOWNSPIKE_INVULNERABILITY_STEPS_LONG
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- BOUNCE_TIME
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- BOUNCE_VELOCITY
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- SHROOM_BOUNCE_VELOCITY
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- RECOIL_HOR_VELOCITY
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- RECOIL_HOR_VELOCITY_LONG
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- RECOIL_HOR_VELOCITY_DRILLDASH
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- RECOIL_HOR_STEPS
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- RECOIL_DOWN_VELOCITY
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- BIG_FALL_TIME
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- HARD_LANDING_TIME
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- DOWN_DASH_RECOVER_TIME
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- MAX_FALL_VELOCITY
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- MAX_FALL_VELOCITY_WEIGHTED
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- MAX_FALL_VELOCITY_DJUMP
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- RECOIL_DURATION
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- RECOIL_VELOCITY
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- DAMAGE_FREEZE_DOWN
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- DAMAGE_FREEZE_WAIT
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- DAMAGE_FREEZE_UP
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- DAMAGE_FREEZE_SPEED
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- INVUL_TIME
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- INVUL_TIME_PARRY
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- INVUL_TIME_QUAKE
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- INVUL_TIME_CROSS_STITCH
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- INVUL_TIME_SILKDASH
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- REVENGE_WINDOW_TIME
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- DASHCOMBO_WINDOW_TIME
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- CAST_RECOIL_VELOCITY
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- WALLSLIDE_CLIP_DELAY
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- QUICKENING_DURATION
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- QUICKENING_RUN_SPEED
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- QUICKENING_WALK_SPEED
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- FIRST_SILK_REGEN_DELAY
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- FIRST_SILK_REGEN_DURATION
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- SILK_REGEN_DELAY
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- SILK_REGEN_DURATION
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- CURSED_SILK_EAT_DELAY_FIRST
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- CURSED_SILK_EAT_DELAY
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- CURSED_SILK_EAT_DURATION
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- MAGGOTED_SILK_EAT_DELAY_FIRST
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- MAGGOTED_SILK_EAT_DELAY
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- MAGGOTED_SILK_EAT_DURATION
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- JUMP_QUEUE_STEPS
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- JUMP_RELEASE_QUEUE_STEPS
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- DOUBLE_JUMP_QUEUE_STEPS
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- ATTACK_QUEUE_STEPS
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- TOOLTHROW_QUEUE_STEPS
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- HARPOON_QUEUE_STEPS
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- LOOK_DELAY
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- LOOK_ANIM_DELAY
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- DEATH_WAIT
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- HAZARD_DEATH_CHECK_TIME
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- FLOATING_CHECK_TIME
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- LANDING_BUFFER_STEPS
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- LEDGE_BUFFER_STEPS
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- HEAD_BUMP_STEPS
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- FIND_GROUND_POINT_DISTANCE
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- FIND_GROUND_POINT_DISTANCE_EXT
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- HARPOON_DASH_TIME
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- hero_state
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- prev_hero_state
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- transitionState
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- damageMode
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- <HeroLockState>k__BackingField
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- unlockRequests
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- move_input
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- vertical_input
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- controller_deadzone
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- current_velocity
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- current_velocity
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- isGameplayScene
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- isEnteringFirstLevel
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- isDashStabBouncing
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- canSoftLand
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- softLandTime
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- blockSteepSlopes
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- slashOffset
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- slashOffset
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- upSlashOffset
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- upSlashOffset
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- downwardSlashOffset
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- downwardSlashOffset
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- spell1Offset
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- spell1Offset
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- jump_steps
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- jumped_steps
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- doubleJump_steps
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- dash_timer
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- dash_time
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- attack_time
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- attack_cooldown
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- throwToolCooldown
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- downspike_rebound_steps
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- transition_vel
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- transition_vel
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- altAttackTime
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- lookDelayTimer
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- bounceTimer
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- <fallTimer>k__BackingField
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- hardLandingTimer
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- dashLandingTimer
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- recoilTimer
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- recoilStepsLeft
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- landingBufferSteps
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- dashQueueSteps
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- dashQueuing
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- shadowDashTimer
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- dashCooldownTimer
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- nailChargeTimer
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- wallLockSteps
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- wallJumpChainStepsLeft
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- wallslideClipTimer
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- hardLandFailSafeTimer
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- hazardDeathTimer
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- floatingBufferTimer
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- attackDuration
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- prevAttackDir
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- parryInvulnTimer
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- revengeWindowTimer
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- wandererDashComboWindowTimer
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- downSpikeTimer
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- downSpikeRecoveryTimer
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- toolThrowTime
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- toolThrowDuration
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- wallStickTimer
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- wallStickStartVelocity
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- lavaBellCooldownTimeLeft
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- shuttlecockTime
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- shuttlecockTimeResetTimer
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- wallClingCooldownTimer
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- evadingDidClash
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- doMaxSilkRegen
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- maxSilkRegenTimer
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- shuttleCockJumpSteps
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- <IsGravityApplied>k__BackingField
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- prevGravityScale
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- recoilVector
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- recoilVector
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- lastInputState
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- lastInputState
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- velocity_crt
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- velocity_crt
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- velocity_prev
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- velocity_prev
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- gatePosition
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- hardLanded
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- fallRumble
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- acceptingInput
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- fallTrailGenerated
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- dashBumpCorrection
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- controlReqlinquished
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- enterWithoutInput
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- skipNormalEntry
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- downspike_rebound_xspeed
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- downSpikeHorizontalSpeed
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- shuttlecockSpeed
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- currentGravity
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- didAirHang
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- updraftsEntered
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- harpoonDashCooldown
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- lastLookDirection
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- controlRelinquishedFrame
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- jumpQueueSteps
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- jumpQueuing
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- doubleJumpQueueSteps
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- doubleJumpQueuing
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- jumpReleaseQueueSteps
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- jumpReleaseQueuing
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- attackQueueSteps
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- attackQueuing
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- harpoonQueueSteps
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- harpoonQueuing
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- toolThrowQueueSteps
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- toolThrowQueueing
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- touchingWallL
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- touchingWallR
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- wallSlidingL
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- wallSlidingR
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- airDashed
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- dashingDown
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- startWithWallslide
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- startWithJump
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- startWithAnyJump
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- startWithTinyJump
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- startWithShuttlecock
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- startWithFullJump
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- startWithFlipJump
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- startWithBackflipJump
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- startWithBrolly
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- startWithDoubleJump
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- startWithWallsprintLaunch
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- startWithDash
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- dashCurrentFacing
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- startWithDownSpikeBounce
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- startWithDownSpikeBounceSlightlyShort
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- startWithDownSpikeBounceShort
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- startWithDownSpikeEnd
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- startWithHarpoonBounce
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- startWithWitchSprintBounce
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- startWithBalloonBounce
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- startWithUpdraftExit
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- useUpdraftExitJumpSpeed
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- startWithScrambleLeap
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- startWithRecoilBack
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- startWithRecoilBackLong
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- startWithWhipPullRecoil
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- startWithAttack
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- startWithToolThrow
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- wallSlashing
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- doubleJumped
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- wallJumpedR
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- wallJumpedL
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- wallLocked
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- currentWalljumpSpeed
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- walljumpSpeedDecel
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- wallUnstickSteps
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- recoilVelocity
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- conveyorSpeed
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- enteringVertically
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- playingWallslideClip
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- playedMantisClawClip
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- exitedSuperDashing
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- exitedQuake
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- exitedSprinting
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- fallCheckFlagged
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- ledgeBufferSteps
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- sprintBufferSteps
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- syncBufferSteps
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- noShuttlecockTime
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- headBumpSteps
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- takeNoDamage
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- joniBeam
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- fadedSceneIn
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- stopWalkingOut
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- boundsChecking
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- blockerFix
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- doFullJump
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- startFromMantle
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- allowMantle
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- allowAttackCancellingDownspikeRecovery
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- queuedWallJumpInterrupt
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- startWithWallJump
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- jumpPressedWhileRelinquished
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- regainControlJumpQueued
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- tilemapTestActive
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- allowNailChargingWhileRelinquished
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- allowRecoilWhileRelinquished
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- recoilZeroVelocity
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- silkRegenDelayLeft
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- silkRegenDurationLeft
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- isSilkRegenBlocked
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- hasSilkSpoolAppeared
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- isNextSilkRegenUpgraded
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- blockFsmMove
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- maggotedSilkTracker
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- maggotCharmTimer
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- mossCreep1Hits
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- mossCreep2Hits
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- frostAmount
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- frostDamageTimer
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- isInFrostRegion
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- doingHazardRespawn
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- lastHazardRespawnTime
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- luckyDiceShieldedHits
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- forceWalkingSound
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- <ForceRunningSound>k__BackingField
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- silkTauntEffectTimeLeft
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- ringTauntEffectTimeLeft
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- refillSoundSuppressFramesLeft
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- groundRayOriginC
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- groundRayOriginC
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- groundRayOriginL
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- groundRayOriginL
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- groundRayOriginR
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- groundRayOriginR
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- frostedAudioLoopFadeOut
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- isHeroInPosition
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- jumpReleaseQueueingEnabled
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- queuedAutoThrowTool
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- lookDownBlocked
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- warriorState
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- warriorState
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- silkPartsTimeLeft
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- reaperState
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- reaperState
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- hunterUpgState
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- <WandererState>k__BackingField
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- hunterUpgState
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- quickeningTimeLeft
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- <WandererState>k__BackingField
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- didCheckEdgeAdjust
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- <IsInLifebloodState>k__BackingField
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- <PoisonHealthCount>k__BackingField
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- <ForceClampTerminalVelocity>k__BackingField
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- tryShove
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- onFlatGround
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- canThrowTime
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- tryCancelDownSlash
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- parriedAttack
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- announceNextFixedUpdate
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- recoilAllowTime
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- preventCastByDialogueEndTimer
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- <AnimationControlVersion>k__BackingField
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- preventSoftLandTimer
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- invulnerableFreezeDuration
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- invulnerableDuration
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- Get kill journal data
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- Usage: open monster journal book after enabled
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- base
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- _size
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- Count
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- Generate list ("base" must be non-zero)
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- +List (do not delete this)
- Hollow Knight: Silksong / https://opencheattables.com
-
- Get hero Collider2D layer
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- List layers
Description
Warning: Use responsibly. Disable before multiplayer or online sessions.
Source
https://opencheattables.com
Table Comments
Modify item amount: Load the game and scan for the following AOB pattern. If no results are found, open your inventory once and scan again. Code: Select all 48 83 C0 10 48 63 08 89 4D D8 48 63 48 04 89 4D DC 48 63 40 08 89 45 E0 48 63 45 D8 89 06 48 63 45 DC 89 You should get two results (addresses). For each result: Right-click on the address. Select "Disassemble this memory region". In the memory viewer: Locate the instruction movsxd rcx,dword ptr [rax]. Right-click on that line and choose "Find out what addresses this instruction accesses". Wait for Cheat Engine to complete the analysis. In-game: go to a rest area and open your inventory. In the value list window: If all values are above 255, it's likely the wrong address. Try the other address from step 2 and repeat from step 3. If the values look correct, right-click on one and choose "Change value" to edit it.
Game version
This table is not tied to a specific game version
Credit
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Uploaded by iliak
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