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//============================================================================= // CheatManager // Object within playercontroller that manages "cheat" commands // only spawned in single player mode //============================================================================= class CheatManager extends Object within PlayerController; /* Used for correlating game situation with log file */ exec function WriteToLog() { if( !OKToCheat() ) return; log("NOW!"); } exec function FreezeFrame(float delay) { Level.Game.SetPause(true,outer); Level.PauseDelay = Level.TimeSeconds + delay; } exec function SetFlash(float F) { FlashScale.X = F; } exec function SetFogR(float F) { FlashFog.X = F; } exec function SetFogG(float F) { FlashFog.Y = F; } exec function SetFogB(float F) { FlashFog.Z = F; } /* Scale the player's size to be F * default size */ exec function ChangeSize( float F ) { if( !OKToCheat() ) return; if ( Pawn.SetCollisionSize(Pawn.Default.CollisionRadius * F,Pawn.Default.CollisionHeight * F) ) { Pawn.SetDrawScale(F); Pawn.SetLocation(Pawn.Location); } } exec function SetCameraDist( float F ) { CameraDist = FMax(F,2); } /* Stop interpolation */ exec function EndPath() { } /* Camera and pawn aren't rotated together in behindview when bFreeCamera is true */ exec function FreeCamera( bool B ) { bFreeCamera = B; bBehindView = B; } exec function CauseEvent( name EventName ) { if( !OKToCheat() ) return; TriggerEvent( EventName, Pawn, Pawn); } exec function NextLevel() { local LevelChange A; if( !OKToCheat() ) return; foreach AllActors(class'LevelChange',A) A.Trigger(Outer,Instigator); } exec function Amphibious() { if( !OKToCheat() ) return; Pawn.UnderwaterTime = +999999.0; } //NEW (mdf) optional speed support exec function Fly( optional float Speed ) /*OLD exec function Fly() */ { //NEW (mdf) if( !OKToCheat() ) return; if( Pawn == None ) return; //OLD Pawn.UnderWaterTime = Pawn.Default.UnderWaterTime; ClientMessage("You feel much lighter"); Pawn.SetCollision(true, true , true); Pawn.bCollideWorld = true; bCheatFlying = true; //NEW (mdf) cleanup, optional speed support CheatFlyingSpeed = Speed; Outer.GotoState( PlayerController.PlayerFlyingState ); /*OLD Outer.GotoState('PlayerFlying'); */ } exec function Walk() { local bool OldBehindView; //NEW MJL if( !OKToCheat() ) return; if ( Pawn != None ) { bCheatFlying = false; Pawn.UnderWaterTime = Pawn.Default.UnderWaterTime; Pawn.SetCollision(true, true , true); Pawn.SetPhysics(PHYS_Walking); Pawn.bCollideWorld = true; //NEW MJL OldBehindView = bBehindView; Restart(); bBehindView = OldBehindView; /*OLD ClientRestart(); */ } } //NEW (mdf) optional speed support exec function Ghost( optional float Speed ) /*OLD exec function Ghost() */ { //NEW (mdf) mdf-tbd: ghost in spectating mode borks being able to start game (no way out) if( !OKToCheat() ) return; if( Pawn == None ) return; //OLD Pawn.UnderWaterTime = -1.0; ClientMessage("You feel ethereal"); Pawn.SetCollision(false, false, false); Pawn.bCollideWorld = false; bCheatFlying = true; //NEW (mdf) cleanup, optional speed support CheatFlyingSpeed = Speed; Outer.GotoState( PlayerController.PlayerFlyingState ); /*OLD Outer.GotoState('PlayerFlying'); */ } exec function AllAmmo() { local Inventory Inv; if( !OKToCheat() ) return; for( Inv=Pawn.Inventory; Inv!=None; Inv=Inv.Inventory ) if (Ammunition(Inv)!=None) { Ammunition(Inv).AmmoAmount = 999; Ammunition(Inv).MaxAmmo = 999; } } exec function Invisible(bool B) { if( !OKToCheat() ) return; Pawn.bHidden = B; if (B) //NEW { Pawn.Visibility = 0; Pawn.ClearReferencesTo(); } /*OLD Pawn.Visibility = 0; */ else Pawn.Visibility = Pawn.Default.Visibility; } exec function God() { if( !OKToCheat() ) return; if ( bGodMode ) { bGodMode = false; ClientMessage("God mode off"); return; } bGodMode = true; ClientMessage("God Mode on"); } exec function SloMo( float T ) { if( !OKToCheat() ) return; Level.Game.SetGameSpeed(T); /*OLD (mdf) don't save new setting so slomo changes will only be in effect for this level? Level.Game.SaveConfig(); Level.Game.GameReplicationInfo.SaveConfig(); */ } exec function SetJumpZ( float F ) { if( !OKToCheat() ) return; Pawn.JumpZ = F; } exec function SetSpeed( float F ) { if( !OKToCheat() ) return; Pawn.GroundSpeed = Pawn.Default.GroundSpeed * f; Pawn.WaterSpeed = Pawn.Default.WaterSpeed * f; } exec function KillAll( class<Actor> aClass ) { local Actor A; if( !OKToCheat() ) return; if ( ClassIsChildOf(aClass, class'Pawn') ) { KillAllPawns(class<Pawn>(aClass)); return; } foreach DynamicActors( class 'Actor', A ) if ( ClassIsChildOf( A.class, aClass ) ) A.Destroy(); } // Kill non-player pawns and their controllers function KillAllPawns( class<Pawn> aClass ) { //NEW (mdf) fixes for killall somepawnclass not killing all matching pawns local AIController AIC; local Pawn P; if( !OKToCheat() ) return; foreach DynamicActors( class'AIController', AIC ) { if( AIC.Pawn != None && ClassIsChildOf( AIC.Pawn.Class, aClass ) ) { AIC.Pawn.Destroy(); AIC.Destroy(); } } // now do a pass through the Pawns in case some of these had no controller (carcasses) foreach DynamicActors( class'Pawn', P ) { if( ClassIsChildOf( P.Class, aClass ) && !P.IsHumanControlled() ) P.Destroy(); } /*OLD local Pawn P; foreach DynamicActors( class'Pawn', P ) if ( ClassIsChildOf( P.Class, aClass ) && !P.IsHumanControlled() ) { if ( P.Controller != None ) P.Controller.Destroy(); P.Destroy(); } */ } //NOTE (mdf) - use KillNPCs -- this doesn't work for bots (which can respawn) exec function KillPawns() { if( !OKToCheat() ) return; KillAllPawns( class'Pawn' ); } /* Avatar() Possess a pawn of the requested class */ exec function Avatar( string ClassName ) { local class<Actor> NewClass; local Pawn P; if( !OKToCheat() ) return; NewClass = class<Actor>( DynamicLoadObject( ClassName, class'Class' ) ); if( NewClass!=None ) { foreach DynamicActors(class'Pawn',P) { if ( (P.Class == NewClass) && (P != Pawn) ) { if ( Pawn.Controller != None ) Pawn.Controller.PawnDied(); Possess(P); break; } } } } exec function Summon( string ClassName ) { local class<Actor> NewClass; local vector SpawnLoc; if( !OKToCheat() ) return; log( "Fabricate " $ ClassName ); NewClass = class<Actor>( DynamicLoadObject( ClassName, class'Class' ) ); if( NewClass!=None ) { if ( Pawn != None ) SpawnLoc = Pawn.Location; else SpawnLoc = Location; Spawn( NewClass,,,SpawnLoc + 72 * vector(Rotation) + vect(0,0,1) * 15 ); } } exec function PlayersOnly() { if( !OKToCheat() ) return; Level.bPlayersOnly = !Level.bPlayersOnly; //NEW (mdf) more info please DMT( "PlayersOnly: " $ Level.bPlayersOnly ); //OLD } //NEW (mdf) exec function CheatView( class<Actor> aClass, optional bool bIncludeDormant, optional bool bQuiet ) { if( !OKToCheat() ) return; ViewClass( aClass, bIncludeDormant, bQuiet ); } /*OLD exec function CheatView( class<Actor> aClass, optional bool bQuiet ) { ViewClass( aClass, bQuiet, true); } */ // *********************************************************** // Navigation Aids (for testing) // remember spot for path testing (display path using ShowDebug) exec function RememberSpot() { if( !OKToCheat() ) return; if ( Pawn != None ) Destination = Pawn.Location; else Destination = Location; } // *********************************************************** // Changing viewtarget exec function ViewSelf(optional bool bQuiet) { if( !OKToCheat() ) return; bBehindView = false; if ( Pawn != None ) SetViewTarget(Pawn); else SetViewtarget(outer); if (!bQuiet ) ClientMessage(OwnCamera, 'Event'); FixFOV(); } exec function ViewPlayer( string S ) { local Controller P; if( !OKToCheat() ) return; for ( P=Level.ControllerList; P!=None; P= P.NextController ) if ( P.bIsPlayer && (P.PlayerReplicationInfo.PlayerName ~= S) ) break; if ( P.Pawn != None ) { ClientMessage(ViewingFrom@P.PlayerReplicationInfo.PlayerName, 'Event'); SetViewTarget(P.Pawn); } //NEW if ( ViewTarget != Pawn ) ViewTarget.BecomeViewTarget(); /*OLD bBehindView = ( ViewTarget != Pawn ); if ( bBehindView ) ViewTarget.BecomeViewTarget(); */ } //NEW (mdf/mjl) -- multiple cleanup and fixes, some possibly temporary depending on the next code drop function bool ValidTarget( Actor A, bool bIncludeDormant, bool bIncludeStationaryPawns ) { return( (bIncludeDormant || !A.bStasis) && (bIncludeStationaryPawns || Controller(A) == None || StationaryPawn(Controller(A).Pawn) == None) ); } exec function ViewClass( class<Actor> aClass, optional bool bIncludeDormant, optional bool bQuiet ) { local Actor A, NewTarget; local bool bFound; local bool bIncludeStationaryPawns; if( !OKToCheat() ) return; if ( (Level.Game != None) && !Level.Game.bCanViewOthers ) return; // if Pawn specified, search for Controllers instead (and change code elsewhere to // use Controller's Pawn as the ViewTarget temporarily). if( aClass == class'Pawn' ) { aClass = class'Controller'; bIncludeStationaryPawns = true; } // make a first pass to see if we find the current ViewTarget NewTarget = None; foreach AllActors( aClass, A ) { if( bFound ) { // bFound set on a previous iteration -- take next valid Actor and break out if( ValidTarget( A, bIncludeDormant, bIncludeStationaryPawns ) ) { NewTarget = A; break; } } else { if( A == ViewTarget || (Controller(A) != None && Controller(A).Pawn == ViewTarget) ) bFound = true; } } if( NewTarget == None ) { // ViewTarget not found or end of list reached -- try using first matching Actor foreach AllActors( aClass, NewTarget ) if( ValidTarget( NewTarget, bIncludeDormant, bIncludeStationaryPawns ) ) break; } // if first is outer (playercontroller), then just do a ViewSelf below if( NewTarget != None && NewTarget != outer ) { if( !bQuiet ) { if( NewTarget.bDeleteMe ) { ClientMessage( ViewingFrom@NewTarget@"(deleted!)", 'Event' ); } else if( Controller(NewTarget) != None ) { if( Controller(NewTarget).Pawn != None && !Controller(NewTarget).Pawn.bDeleteMe ) ClientMessage( ViewingFrom@Controller(NewTarget).Pawn.GetHumanReadableName(), 'Event' ); else ClientMessage( ViewingFrom@NewTarget, 'Event' ); } else { ClientMessage( ViewingFrom@NewTarget, 'Event' ); } } SetViewTarget( NewTarget ); if( ViewTarget != outer ) ViewTarget.BecomeViewTarget(); FixFOV(); } else ViewSelf( bQuiet ); } /*OLD exec function ViewClass( class<Actor> aClass, optional bool bQuiet, optional bool bCheat ) { local Actor other, first; local bool bFound; if ( (Level.Game != None) && !Level.Game.bCanViewOthers ) return; first = None; foreach AllActors( aClass, other ) { if ( bFound || (first == None) ) { first = other; if ( bFound ) break; } if ( other == ViewTarget ) bFound = true; } if ( first != None ) { if ( !bQuiet ) { if ( Pawn(first) != None ) ClientMessage(ViewingFrom@First.GetHumanReadableName(), 'Event'); else ClientMessage(ViewingFrom@first, 'Event'); } SetViewTarget(first); bBehindView = ( ViewTarget != outer ); if ( bBehindView ) ViewTarget.BecomeViewTarget(); FixFOV(); } else ViewSelf(bQuiet); } */ /*OLD: use Goodies, or other commands. this is warfare-specific exec function Loaded() { local inventory Inv; local weapon Weap; if( Level.Netmode!=NM_Standalone ) return; Pawn.GiveWeapon("Weapons.WeapCOGAssaultRifle"); Pawn.GiveWeapon("Weapons.WeapCOGLightPlasma"); Pawn.GiveWeapon("Weapons.WeapCOGPistol"); Pawn.GiveWeapon("Weapons.WeapCOGMinigun"); Pawn.GiveWeapon("Weapons.WeapGeistSniperRifle"); Pawn.GiveWeapon("Weapons.WeapGeistGrenadeLauncher"); for ( inv=Pawn.inventory; inv!=None; inv=inv.inventory ) { weap = Weapon(inv); if ( (weap != None) && (weap.AmmoType != None) ) weap.AmmoType.AmmoAmount = weap.AmmoType.MaxAmmo; } } */ defaultproperties { } |
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