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//============================================================================= // U2PlayerTestController.uc //============================================================================= class U2PlayerTestController extends U2PlayerController config(User); /*----------------------------------------------------------------------------- Mainly exec functions for testing/debugging. !!mdf-tbd: can/should some of this go into a CheatManager-derived class? The main problem with this is that the CheatManager approach is limited to singleplayer only, and many of these cheat functions are useful in networked games... -----------------------------------------------------------------------------*/ const TeleportFixedState = 'TeleportFixed'; // ok const MaxFixCollisionHeight = 100; // don't adjust anything more than this amount? const MaxCheatSpeed = 16.0; struct CreatureInfoT { var string CatStr; var string NameStr; var string StatusStr; }; struct ActorInfoT { var class ActorClass; var int Count; var bool bStatic; }; //----------------------------------------------------------------------------- var() private globalconfig string SummonPackageStrings[ 16 ]; // packages iterated in Summon to find actors var() private globalconfig string GoodiesList[ 32 ]; // list of goodies to spawn with Goodies var() private globalconfig CreatureInfoT CreatureList[ 96 ]; // list of creatures summoned with AddCreature (entry 0 not used) //var() private globalconfig string PlayerClassStrings[ 16 ]; // available classes which can be used with SetPlayerModel var() globalconfig int ShowViewTraceLen; // for use with ShowViewTrace debug exec function // anims var private Actor LockedActor; // Actor used as target of many functions if set // setspeed var bool bSetSpeedCheatOn; var float CurrentSpeed; // trace debug facility var private class<HitActorDebugInfoManager> DebugInfoManagerClass; var private bool bTraceDebugEnabled; // set when trace debug enabled var HitActorDebugInfoManager DebugInfoManager; //!!mdf-tbr: debug scoreboard var private class<ScoreboardInfoManager> ScoreboardInfoManagerClass; var ScoreboardInfoManager DebugScoreboard; var private int PlayerClassStringIndex; var private bool bBehindViewEnabled; var private bool bNPCsFrozen; var private bool bNPCsLocked; //!!mdf-tbr: use bHidden?var private bool bInvisible; var private bool bServosEnabled; var private bool bTimeDemoEnabled; var private int CurrentRMode; var EPhysics SavedPhysics; var int CreatureIndex; var() config float NPCShowTime; // (1.0): how long messages stay on-screen (if bBroadcast) var() config Font NPCShowFont; // (font'engine.debugfont') var() config Color NPCShowColor; // (0,255,0,255): note that the alpha channel needs to be in 1.255 to have any effect //----------------------------------------------------------------------------- replication { // replicated client to server reliable if( Role < ROLE_Authority ) // NOTE (mdf): you can't currently have any arguments in an exec function's arg list after a float /* MJL: there's no console on a ded. server, so this just causes crashes // trace info TraceLock, TraceToggle, TraceToggleLevel, TraceToggleConsole, TraceToggleLog, ToggleScoreboard, */ // location GotoActor, JumpTo, Teleport, UnTeleport, Where, // anims DumpAnims, DumpAnimsBase, DumpSounds, ToggleDebugAI, ToggleDebugAIAttacks, ToggleDebugAIEvents, // info DumpAll, DumpInv, EdActor, EdHitActor, // display ToggleShowClass, ToggleShowAll, ToggleShowKPs, ToggleShowNPs, // AI AIFlags, Anywhere, ClearOrders, DebugFlags, DumpAIEvents, DumpEvents, DumpTags, DumpNPs, FearMe, FindPath, FindPathFrom, FreezeNPC, Here, Here1, Here2, LockNPC, NPCNext, NPCPrev, NPCSet, NPCShow, NPCSum, ReloadScripts, SetOrders, SetScript, SetScripts, SetWeapon, SetWeaponFor, ShowCover, TestNPList, There, There1, There2, ToggleFreezeNPCs, ToggleLockNPCs, TriggerPawns, TriggerTarget, // misc Actors, AddActors, Damage, DamageNPCs, Difficulty, Distance, Dummy, FixCollision, GetFloorInfo, GodEx, Goodies, HurtMe, InvertMouse, KillActor, KillActiveNPCs, KillDormantNPCs, KillHitActor, KillHitNPC, KillNPCs, KillNPCsExcept, KillPawnsEx, KillTimers, LockTargetActor, Phoenix, PO, SetCol, SetEnemy, SetEyeHeight, SetFOV, SetHealth, SetMyEnemy, SetMyHealth, SetPlayerModel, SetSkill, SetTeam, ShowTeams, ShowViewLine, ShowViewTrace, SizeActor, SizePawns, StopScenes, Sum, SumTeam, SumVR, TestHit, TestFall, TestNavErrors, TestLOS, ToggleBehindView, ToggleDebugDialog, ToggleSubtitles, ToggleFOV, ToggleFreezeView, ToggleHUD, ToggleInfiniteAmmo, ToggleReloads, ToggleInvisibility, ToggleRMode, ToggleCC, HideCCs, ShowCCs, ToggleSpeed, // performance tuning SetNPCSprites, SetParticleDensity, SetStaticMeshBNZE, SetStaticMeshCW, SetStaticMeshCA, SetStaticMeshBA, SetStaticMeshBP, SetWeaponFire, SetWeaponTick, ToggleImpacts, ToggleServos, ToggleTicks; // replicated server to client reliable if( bNetOwner && Role==ROLE_Authority ) ToggleTimeDemo; } //----------------------------------------------------------------------------- event PostBeginPlay() { Super.PostBeginPlay(); if( bCheatsEnabled ) DM( "cheats enabled on startup" ); } //----------------------------------------------------------------------------- simulated event Destroyed() { if( DebugInfoManager != None ) { DebugInfoManager.Cleanup(); DebugInfoManager.Delete(); DebugInfoManager = None; } bTraceDebugEnabled = false; if( DebugScoreboard != None ) { DebugScoreboard.Cleanup(); DebugScoreboard.Delete(); DebugScoreboard = None; } Super.Destroyed(); } //============================================================================= // START OF DEBUG/CHEAT EXEC FUNCTIONS //============================================================================= function exec TestAssert() { assert(false); } //----------------------------------------------------------------------------- function bool OKToCheat( optional bool bQuiet ) { //return Level.NetMode == NM_Standalone; return bCheatsEnabled; } //----------------------------------------------------------------------------- exec function BeMyMonkey() { bCheatsEnabled = !bCheatsEnabled; if( bCheatsEnabled ) DMT( "cheats enabled" ); else DMT( "cheats disabled" ); SaveConfig(); } function ShowVal( string Str, float Val ) { class'UIConsole'.static.BroadcastStatusMessage( Self, Str $ ": " $ class'Util'.static.GetFloatString( Val, 1 ), 0.5, , //font , //color , //sound , //volume , //pitch, "ConsoleTimedLabelHolder", true ); } exec function BumpGamma() { ConsoleCommand( "gamma + silent" ); ShowVal( "Gamma", GetClient().Gamma ); } exec function BumpBrightness() { ConsoleCommand( "brightness + silent" ); ShowVal( "Brightness", GetClient().Brightness ); } exec function BumpContrast() { ConsoleCommand( "contrast + silent" ); ShowVal( "Contrast", GetClient().Contrast ); } //----------------------------------------------------------------------------- //!!ARL (mdf) this is only here because I couldn't figure out how to set up // the debug menu commands to not need a 2nd (dummy) command. function exec Dummy() { } //------------------------------------------------------------------------------ // Note: should only be used for summoning stuff through exec functions (i.e. // with summon etc.) -- we don't want anything else that is summoned to be // dependent on the SummonPackageStrings in particular .ini files.. static function class<Object> LoadPackageClass( string ClassName ) { local string GivenClassName; local class<Object> NewClass; local int i; GivenClassName = ClassName; if( instr( ClassName, "." ) >= 0 ) { NewClass = class<Object>( DynamicLoadObject( ClassName, class'Class' ) ); } else { // no package given -- try various packages for( i=0; i<ArrayCount(default.SummonPackageStrings); i++ ) { if( default.SummonPackageStrings[ i ] != "" ) { ClassName = default.SummonPackageStrings[ i ] $ "." $ GivenClassName; NewClass = class<Object>( DynamicLoadObject( ClassName, class'Class', true ) ); if( NewClass != None ) { break; } } } } return NewClass; } //----------------------------------------------------------------------------- function Object SummonPackageClass( string ClassName, optional bool bUseViewRotation ) { local class<Object> NewClass; local bool bStaticOld; local Object Obj; local bool bOldColActors, bOldBlockActors, bOldBlockPlayers, bOldbOldCollideWorld; local Rotator SummonRotation; local vector SpawnLocation; Obj = None; if( ClassName == "" ) { DM( "SummonPackageClass: no class given!" ); } else { NewClass = LoadPackageClass( ClassName ); if( class<Actor>(NewClass) != None ) { // ghost the player first if( Pawn != None ) { bOldColActors = Pawn.bCollideActors; bOldBlockActors = Pawn.bBlockActors; bOldBlockPlayers = Pawn.bBlockPlayers; bOldbOldCollideWorld= Pawn.bCollideWorld; Pawn.SetCollision( false, false, false ); Pawn.bCollideWorld = false; } if( bUseViewRotation ) { SummonRotation = GetViewRotation(); } else { // only take Yaw from summoner SummonRotation = Rotation; SummonRotation.Roll = 0; SummonRotation.Pitch = 0; } // summon some distance away from and above summoner if( class<Actor>(NewClass) != None ) { // make sure static things (e.g. decorations) can be summoned bStaticOld = class<Actor>(NewClass).default.bStatic; SetClassStatic( class<Actor>(NewClass), false ); } if( Pawn != None ) SpawnLocation = Pawn.Location; else SpawnLocation = Location; Obj = Spawn( class<Actor>(NewClass),,,SpawnLocation + 72 * vector(Rotation) + vect(0,0,1) * 15, SummonRotation ); if( class<Actor>(NewClass) != None ) { SetClassStatic( class<Actor>(NewClass), bStaticOld ); } // restore previous collision if( Pawn != None ) { Pawn.SetCollision( bOldColActors, bOldBlockActors, bOldBlockPlayers ); Pawn.bCollideWorld = bOldbOldCollideWorld; } } else if( NewClass != None ) { // object Obj = new NewClass; } else { DM( "SummonPackageClass: class " $ ClassName $ " not found!" ); } } if( Obj == None ) { DM( "SummonPackageClass: error spawning " $ ClassName $ "!" ); } else { // shove into inventory if an inventory item (no other possible use)? if( Inventory(Obj) != None && class'UtilGame'.static.GiveInventory( LPawn, Inventory(Obj) ) ) DM( "SummonPackageClass: added " $ Obj $ " to inventory" ); else DM( "SummonPackageClass: spawned " $ Obj ); } return Obj; } //----------------------------------------------------------------------------- function bool CheckNamedOrHitActor( string SourceFunctionName, Actor NamedOrHitActor, name TargetName ) { local bool bRetVal; bRetVal = true; if( NamedOrHitActor == None ) { if( TargetName == '' ) { DM( "CheckNamedOrHitActor (" $ SourceFunctionName $ ") -- no Actor under crosshair or no source Pawn!" ); } else { DM( "CheckNamedOrHitActor (" $ SourceFunctionName $ ") -- named Actor not found or no source Pawn!" ); } bRetVal = false; } return bRetVal; } //----------------------------------------------------------------------------- // Return first Actor in level which has the given class type or summon one if // none found. function Actor FindOrSummonActor( string ActorClass ) { local class<Actor> TargetClass; local Actor TargetActor; TargetClass = class<Actor>(LoadPackageClass( ActorClass )); if( TargetClass != None ) { foreach AllActors( TargetClass, TargetActor ) break; if( TargetActor == None ) { // summon one TargetActor = Actor(SummonPackageClass( ActorClass )); } } return TargetActor; } //----------------------------------------------------------------------------- function Actor GetHitActor() { return class'Util'.static.GetHitActor( Self, true ); } //----------------------------------------------------------------------------- function Actor GetNamedActor( name N ) { return class'UtilGame'.static.GetNamedActor( Self, N, true, true ); } //----------------------------------------------------------------------------- function Actor GetNamedOrHitActor( optional name N ) { return class'UtilGame'.static.GetNamedOrHitActor( Self, N, true, true ); } //----------------------------------------------------------------------------- // Return LockedActor if set or Actor under crosshair if any. function Actor GetLockedOrHitActor( bool bNeedsMesh, optional bool bVerbose ) { local Actor A; if( LockedActor == None ) { A = GetNamedOrHitActor( '' ); if( A != None && bNeedsMesh ) { if( A.Mesh == None ) { A = None; } } } else { A = LockedActor; } if( bVerbose && A == None ) DM( "GetLockedOrHitActor: no target animation Actor!" ); return A; } //----------------------------------------------------------------------------- function Actor GetNamedLockedOrHitActor( optional name N, optional bool bNeedsMesh, optional bool bVerbose ) { if( N != '' ) return GetNamedActor( N ); else return GetLockedOrHitActor( bNeedsMesh, bVerbose ); } //----------------------------------------------------------------------------- // Return named Actor (tries to match name 1st, class 2nd) if given, locked // Actor otherwise (which might not be set). function Actor GetNamedOrLockedActor( optional name N ) { if( N != '' ) return class'UtilGame'.static.GetNamedActor( Self, N, true, true ); else return LockedActor; } //----------------------------------------------------------------------------- // Teleports player to where he is looking. // // Generally used with a binding like: // // bind x Teleport | OnRelease UnTeleport // // so holding down 'x' teleports player to the given location and will stay // "stuck" there until 'x' key is released. // // However if UnTeleport isn't called (e.g. used with separate // // bind x Teleport // bind y UnTeleport // // keys), player can use one key to teleport to given location (and stay // stuck there) and another key to unteleport (or can re-teleport to // a new location (using the fly/ghost cheat when teleporting is another // way to teleport without falling when the teleport key is released). // // When reteleported, if the move fails, will remain teleported at current // location (see state TeleportFixed). // // While teleported, should be able to turn, fire and Actor CC is correctly // rotated. simulated function DoTeleport() { local vector HitLocation, HitNormal, TargetLocation; local Actor HitActor; local vector StartLocation; local float SavedRadius, SavedHeight; local vector Direction; local vector Extents; local bool bSuccess; if( Pawn == None ) { DM( "Can't teleport -- no Pawn!" ); return; } StartLocation = Pawn.Location; StartLocation.Z += Pawn.BaseEyeHeight; Direction = vector(GetViewRotation()); //StartLocation += Direction*LPawn.CrouchRadius; HitActor = class'Util'.static.TraceRecursive( Pawn, HitLocation, HitNormal, StartLocation, true, 0.0, Direction ); if( HitActor != None ) { // shrink CC to crouch size for teleporting SavedRadius = Pawn.CollisionRadius; SavedHeight = Pawn.CollisionHeight; if( class'Util'.static.AdjustCollisionSize( Pawn, LPawn.CrouchRadius, LPawn.CrouchHeight ) ) { // static mesh and terrain hack -- these don't currently "pop" actors out of geometry correctly if( StaticMeshActor(HitActor) != None || TerrainInfo(HitActor) != None ) HitLocation = HitLocation + HitNormal*FMax( LPawn.default.CollisionRadius, LPawn.default.CollisionHeight ); TargetLocation = HitLocation; // try zero extent result location offset by Pawn's radius along HitNormal bSuccess = Pawn.SetLocation( TargetLocation + LPawn.CrouchRadius*HitNormal ); if( !bSuccess ) { // try extent trace back from hit location Extents.X = Pawn.CrouchRadius; Extents.Y = Pawn.CrouchRadius; Extents.Z = Pawn.CrouchHeight; if( StartLocation != TargetLocation ) { HitActor = class'Util'.static.TraceRecursive( Pawn, HitLocation, HitNormal, TargetLocation, true, 0.0, -Direction, , Extents ); bSuccess = Pawn.SetLocation( HitLocation ); } if( !bSuccess ) { // try extent trace forward towards hit location HitActor = class'Util'.static.TraceRecursive( Pawn, HitLocation, HitNormal, StartLocation, true, 0.0, Direction, , Extents ); bSuccess = Pawn.SetLocation( HitLocation ); } } if( bSuccess ) { // stick to hit location Pawn.ForceStance( ST_Crouching ); Pawn.AdjustEyeHeight( LPawn.CrouchEyeHeight ); GotoState( TeleportFixedState ); } else { // try to restore saved CC (should always work if didn't move) Pawn.SetCollisionSize( SavedRadius, SavedHeight ); DM( "DoTeleport -- teleport failed!" ); } } else { DM( "DoTeleport -- couldn't set crouching size!" ); } } else { DM( "DoTeleport -- failed to hit anything!" ); } } //----------------------------------------------------------------------------- // Modify the collision height, radius and drawscale for the named, locked or // hit Actor. function SizeNamedLockedOrHitTarget( name TargetName, int NewRadius, int NewHeight, float NewDrawScale, bool bQuiet ) { local Actor A; A = GetNamedLockedOrHitActor( TargetName ); if( CheckNamedOrHitActor( "SizeNamedLockedOrHitTarget", A, TargetName ) ) { if( NewDrawScale ~= 0.0 ) { NewDrawScale = A.default.DrawScale*NewHeight/A.default.CollisionHeight; } if( !bQuiet ) { DM( "Setting size for " $ A $" to R=" $ NewRadius $ " H=" $ NewHeight $ " DrawScale=" $ NewDrawScale ); } A.SetCollisionSize( NewRadius, NewHeight ); A.SetDrawScale( NewDrawScale ); } } //----------------------------------------------------------------------------- exec function InvertMouse() { PlayerInput.bInvertMouse = !PlayerInput.bInvertMouse; DM( "InvertMouse: " $ PlayerInput.bInvertMouse ); } //----------------------------------------------------------------------------- // Trace straight down and report slope of geometry under player (or Actor with // given name) and distance from center of CC to hit location. exec function GetFloorInfo( optional name TargetName ) { local Actor TargetActor; local Actor HitActor; local vector HitLocation, HitNormal; local float costheta; local float sintheta; local float tantheta; local float theta; local float HeightAboveFloor; local string strInfo; local int ii; local vector GFVector; if( !OKToCheat() ) return; if( TargetName != '' ) TargetActor = GetNamedActor( TargetName ); else TargetActor = Self; GFVector.X = 0; // TargetActor.CollisionRadius; GFVector.Y = 0; // TargetActor.CollisionRadius; GFVector.Z = 0; HitActor = class'Util'.static.TraceRecursive( TargetActor, HitLocation, HitNormal, TargetActor.Location, false, 500,,,GFVector ); DM( " HitActor: " $ HitActor ); DM( " HitNormal: " $ class'util'.static.GetVectorString(HitNormal) ); DM( " HitLocation: " $ class'util'.static.GetVectorString(HitLocation) ); strInfo = "GetFloorInfo (" $ TargetActor.Name $ "): "; if( HitActor != None && (HitActor == Level || Mover(HitActor) != None) ) { HeightAboveFloor = VSize(TargetActor.Location - HitLocation ); costheta = vect(0,0,1) dot HitNormal; if( HitNormal.Z < 0 ) { DM( "GetFloorInfo: got flipped HitNormal below " $ TargetActor.Name $ "!" ); HitNormal.Z = abs(HitNormal.Z); } if( costheta ~= 0.0 ) { strInfo = strInfo $ "Slope= ~90 degrees"; } else { // !!mdf-tbd: acos isn't exposed? // theta = appAcos( costheta ); strInfo = strInfo $ "Slope=" $ ACos( costheta )*RadiansToDegrees $ " degrees"; /* its exposed now? sintheta = sqrt( 1.0 - (costheta*costheta) ); tantheta = sintheta/costheta; strInfo = strInfo $ "Slope=" $ ATan( tantheta )*RadiansToDegrees $ " degrees"; */ } strInfo = strInfo $ " Height=" $ HeightAboveFloor $ " units"; DM( strInfo ); // put decals at hit location // !!mdf-tbd: using 4 of these for now since I can't figure out flags so these // aren't transparent/modulated and 4 of 'em makes spot much more visible for( ii=0; ii<4; ii++ ) Spawn( Class'Legend.SpotMarker', Pawn, , HitLocation, rotator(HitNormal) ); } else { DM( strInfo $ "error tracing down (HitActor=" $ HitActor $ ")!" ); } } //----------------------------------------------------------------------------- // Exec functions. //----------------------------------------------------------------------------- exec function Goodies( int First, int Last ) { local int ii; if( !OKToCheat() ) return; if( First < 0 ) First = 0; if( Last >= ArrayCount(GoodiesList) ) Last = ArrayCount(GoodiesList)-1; if( LPawn != None ) { for( ii=First; ii<=Last; ii++ ) { if( GoodiesList[ii] != "" ) { // try shove it into player's inventory if( class'UtilGame'.static.GiveInventoryString( LPawn, GoodiesList[ii] ) != None ) { DM( "Added " $ GoodiesList[ii] $ " to inventory" ); } else { // spawn it on the ground SummonPackageClass( GoodiesList[ii] ); } } } } else { DM( "Invalid Pawn: " $ LPawn ); } } //----------------------------------------------------------------------------- exec function SetFOV( float F ) { if( !OKToCheat() ) return; DefaultFOV = FClamp(F, 1, 170); DesiredFOV = DefaultFOV; } //----------------------------------------------------------------------------- exec function ToggleFOV( float F ) { if( !OKToCheat() ) return; if( DesiredFOV ~= F ) F = default.DefaultFOV; SetFOV( F ); } //----------------------------------------------------------------------------- exec function Sum( string ClassName ) { if( !OKToCheat() ) return; SummonPackageClass( ClassName ); } //----------------------------------------------------------------------------- exec function SumVR( string ClassName ) { if( !OKToCheat() ) return; SummonPackageClass( ClassName, true ); } //----------------------------------------------------------------------------- exec function SumTeam( byte ATeam, string ClassName ) { local Object O; if( !OKToCheat() ) return; O = SummonPackageClass( ClassName ); if( O != None ) { if( Pawn(O) != None && Pawn(O).PlayerReplicationInfo != None ) { Pawn(O).PlayerReplicationInfo.Team = U2GameInfo(Level.Game).GetTeam( ATeam ); } else { ClientMessage( "SumTeam: " $ ClassName $ " has no PlayerReplicationInfo!" ); } } else { ClientMessage( "SumTeam: error spawning " $ ClassName $ "!" ); } } //----------------------------------------------------------------------------- function DoSetWeapon( string WeaponClassString, name TargetName, bool bKeepInv ) { local LicenseePawn TargetPawn; if( !OKToCheat() ) return; TargetPawn = LicenseePawn(GetNamedLockedOrHitActor( TargetName, true, true )); if( TargetPawn != None ) { if( !bKeepInv ) class'UtilGame'.static.RemoveInventoryString( TargetPawn, "" ); if( !class'UtilGame'.static.SetCurrentWeaponString( TargetPawn, WeaponClassString ) ) DMT( "couldn't assign weapon" ); } else { DMT( "can't find target: " $ TargetName ); } } //----------------------------------------------------------------------------- exec function SetWeaponFor( string WeaponClassString, name TargetName, optional bool bKeepInv ) { DoSetWeapon( WeaponClassString, TargetName, bKeepInv ); } //----------------------------------------------------------------------------- exec function SetWeapon( string WeaponClassString, optional bool bKeepInv ) { DoSetWeapon( WeaponClassString, '', bKeepInv ); } //----------------------------------------------------------------------------- exec function Teleport() { if( !OKToCheat() ) return; DoTeleport(); } //----------------------------------------------------------------------------- // Only implemented in teleported state. exec function UnTeleport(); //----------------------------------------------------------------------------- exec function GotoActor( name ObjectName ) { local Actor A; if( !OKToCheat() ) return; A = GetNamedActor( ObjectName ); if( A != None ) { if( !Pawn.SetLocation( A.Location ) ) { ClientMessage( "GotoActor: couldn't set location (try ghosting first?)" ); } } else { ClientMessage( GetContext() $ ObjectName $ " not found!" ); } } //----------------------------------------------------------------------------- // Note: multiple float params don't seem to work... exec function JumpTo( int x, int y, int z ) { local vector NewLocation; if( !OKToCheat() ) return; NewLocation.x = x; NewLocation.y = y; NewLocation.z = z; if( !Pawn.SetLocation( NewLocation ) ) { ClientMessage( "Couldn't set location" ); } } //----------------------------------------------------------------------------- exec function Where( optional name TargetName ) { local Actor TargetActor; if( !OKToCheat() ) return; if( TargetName != '' ) TargetActor = GetNamedLockedOrHitActor( TargetName ); else TargetActor = Pawn; if( TargetActor != None ) { DM( TargetActor $ ": Location: " $ class'Util'.static.GetVectorString(TargetActor.Location) ); } else { DM( "Where: can't find Actor with name: " $ TargetName ); } } //----------------------------------------------------------------------------- function DumpActorList( array<ActorInfoT> ActorList, bool bShowStatic ) { local int ii, jj, FoundIndex, MaxCount, MaxIndex, TotalCount; for( ii=0; ii<ActorList.Length; ii++ ) { MaxCount = -1; for( jj=0; jj<ActorList.Length; jj++ ) { if( ActorList[ jj ].bStatic == bShowStatic && ActorList[ jj ].Count > MaxCount ) { MaxCount = ActorList[ jj ].Count; MaxIndex = jj; } } if( MaxCount != -1 ) { DM( " " $ class'Util'.static.PadString( ActorList[ MaxIndex ].ActorClass, 64 ) $ " " $ ActorList[ MaxIndex ].Count ); TotalCount += ActorList[ MaxIndex ].Count; ActorList[ MaxIndex ].Count = -99; } else { break; } } DM( " " $ class'Util'.static.PadString( "Total", 64 ) $ " " $ TotalCount ); } //----------------------------------------------------------------------------- exec function Actors( optional bool bVerbose ) { local Actor A1, A2; local int ActorCount, StaticActorCount, DynamicActorCount1, DynamicActorCount2; local bool bFound; local array<ActorInfoT> ActorList; local int ii, FoundIndex; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A1 ) { ActorCount++; if( A1.bStatic ) StaticActorCount++; else DynamicActorCount1++; FoundIndex = -1; for( ii=0; ii<ActorList.Length; ii++ ) { if( ActorList[ ii ].ActorClass == A1.Class && ActorList[ ii ].bStatic == A1.bStatic ) { FoundIndex = ii; break; } } if( FoundIndex == -1 ) { FoundIndex = ActorList.Length; ActorList.Length = ActorList.Length + 1; ActorList[ FoundIndex ].ActorClass = A1.Class; ActorList[ FoundIndex ].bStatic = A1.bStatic; } ActorList[ FoundIndex ].Count++; if( bVerbose ) DM( class'Util'.static.PadString( A1, 64) $ " " $ byte(A1.bStatic) ); } DM( " " ); DM( " Static classes:" ); DumpActorList( ActorList, true ); DM( " " ); DM( " Dynamic classes:" ); DumpActorList( ActorList, false ); DM( " " ); DM( "Actors: " $ ActorCount $ " Static: " $ StaticActorCount $ " Dynamic: " $ DynamicActorCount1 ); // sanity checks foreach DynamicActors( class'Actor', A1 ) { if( A1.bStatic ) DM( "WARNING: actor in DynamicActor list is static: " $ A1 ); DynamicActorCount2++; } /* if( DynamicActorCount1 != DynamicActorCount2 ) { DM( "WARNING: DynamicActorCount1 (" $ DynamicActorCount1 $ ") != DynamicActorCount2 (" $ DynamicActorCount2 $ ")" ); // find non static actors which are in actor list but not in dynamic actor list? foreach AllActors( class'Actor', A1 ) { if( !A1.bStatic ) { bFound = false; foreach DynamicActors( class'Actor', A2 ) { if( A1 == A2 ) { bFound = true; break; } } if( !bFound ) DM( " " $ A1 $ " is !bStatic and is in AllActors list but not in DynamicActors list?!" ); } } } */ } //----------------------------------------------------------------------------- exec function SetStaticMeshBNZE( bool bVal ) { local Actor A; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) { if( StaticMeshActor( A ) != None ) A.bBlockNonZeroExtentTraces = bVal; } } //----------------------------------------------------------------------------- exec function SetStaticMeshCW( bool bVal ) { local Actor A; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) { if( StaticMeshActor( A ) != None ) A.bCollideWorld = bVal; } } //----------------------------------------------------------------------------- exec function SetStaticMeshCA( bool bVal ) { local Actor A; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) { if( StaticMeshActor( A ) != None ) A.SetCollision( bVal, A.bBlockActors, A.bBlockPlayers ); } } //----------------------------------------------------------------------------- exec function SetStaticMeshBA( bool bVal ) { local Actor A; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) { if( StaticMeshActor( A ) != None ) A.SetCollision( A.bCollideActors, bVal, A.bBlockActors ); } } //----------------------------------------------------------------------------- exec function SetStaticMeshBP( bool bVal ) { local Actor A; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) { if( StaticMeshActor( A ) != None ) A.SetCollision( A.bCollideActors, A.bBlockActors, bVal ); } } //----------------------------------------------------------------------------- exec function DumpStaticMeshCollision() { local Actor A; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) { if( StaticMeshActor( A ) != None ) { DM( A $ " bCollideWorld=" $ A.bCollideWorld $ " bCollideActors=" $ A.bCollideActors $ " bBlockActors=" $ A.bBlockActors $ " bBlockPlayers=" $ A.bBlockPlayers $ " bBlockNonZeroExtentTraces=" $ A.bBlockNonZeroExtentTraces ); } } } //----------------------------------------------------------------------------- exec function Damage( int DamageAmount, optional name TargetName ) { local Actor TargetActor; if( !OKToCheat() ) return; TargetActor = GetNamedLockedOrHitActor( TargetName ); if( Controller(TargetActor) != None ) TargetActor = Controller(TargetActor).Pawn; if( Pawn(TargetActor) != None ) Pawn(TargetActor).TakeDamage( DamageAmount, Pawn, TargetActor.Location, vect(0,0,0), class'DamageType' ); else DM( "Damage: no valid target" ); } //----------------------------------------------------------------------------- exec function DamageNPCs( int DamageAmount ) { local Controller C; local Pawn P; if( !OKToCheat() ) return; DM( "DamageNPCs: Damaging all NPCs" ); for( C=Level.ControllerList; C!=None; C=C.NextController ) { P = C.Pawn; if( P != None && !P.bIsRealPlayer ) P.TakeDamage( DamageAmount, Pawn, P.Location, vect(0,0,0), class'Suicided' ); } } //----------------------------------------------------------------------------- exec function SetHealth( int NewHealth, optional name TargetName ) { local Actor TargetActor; local Controller C; if( !OKToCheat() ) return; if( TargetName == 'all' ) { DM( "SetHealth - setting health for all PCs/NPCs to " $ NewHealth ); for( C=Level.ControllerList; C!=None; C=C.NextController ) if( C.Pawn != None ) C.Pawn.Health = NewHealth; } else { TargetActor = GetNamedLockedOrHitActor( TargetName ); if( Controller(TargetActor) != None ) TargetActor = Controller(TargetActor).Pawn; if( Pawn(TargetActor) != None ) { DM( "SetHealth - setting health for " $ Pawn(TargetActor).Name $ " to " $ NewHealth ); Pawn(TargetActor).Health = NewHealth; } else DM( "SetHealth: no valid target" ); } } //----------------------------------------------------------------------------- exec function SetMyHealth( int NewHealth ) { if( !OKToCheat() ) return; SetHealth( NewHealth, Pawn.Name ); } //----------------------------------------------------------------------------- exec function HurtMe( int Damage ) { if( !OKToCheat() ) return; Pawn.TakeDamage( Damage, Pawn, Location, vect(0,0,0), class'Suicided' ); } //----------------------------------------------------------------------------- exec function ManCannon( int Momentum ) { local Pawn P; if( !OKToCheat() ) return; foreach VisibleActors(class'Pawn', P, 2048.0, Pawn.Location) { if (P != Pawn) P.TakeDamage( 5000, Pawn, P.Location, Normal(P.Location - Pawn.Location)*Momentum, class'DamageTypePhysical' ); } } //----------------------------------------------------------------------------- exec function ToggleServos() { local Controller C; if( !OKToCheat() ) return; bServosEnabled = !bServosEnabled; if( bServosEnabled ) DM( "ToggleServos - animation servos enabled" ); else DM( "ToggleServos - animation servos disabled" ); for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( U2Pawn(C.Pawn) != None ) U2Pawn(C.Pawn).bServoEnabled = bServosEnabled; } } //----------------------------------------------------------------------------- function DoDumpAnims( name TargetName, bool bBaseOnly ) { local Actor TargetActor; local int ii, jj; local name BaseName; local name BaseNames[ 256 ]; local int NumBaseNames; local bool bFound; if( !OKToCheat() ) return; TargetActor = GetNamedLockedOrHitActor( TargetName ); NumBaseNames = 0; if( TargetActor != None ) { DM( "DumpAnims: " $ TargetActor.Class.Name $ " -- begin " ); for( ii=0; ii<TargetActor.GetAnimCount(); ii++ ) { if( bBaseOnly ) { BaseName = TargetActor.GetAnimSlot( TargetActor.GetAnim( ii ) ); // see if in list yet bFound = false; for( jj=0; jj<NumBaseNames; jj++ ) { if( BaseNames[ jj ] == BaseName ) { bFound = true; break; } } if( !bFound ) { // add it BaseNames[ NumBaseNames ] = BaseName; NumBaseNames++; DM( BaseName ); } } else { DM( class'Util'.static.PadString( ii, 3 ) $ ": " $ TargetActor.GetAnim( ii ) $ " (" $ TargetActor.GetAnimFrames( TargetActor.GetAnim( ii ) ) $ ")" ); } } DM( "# Animations: " $ TargetActor.GetAnimCount() ); if( bBaseOnly ) DM( "# Base Animations: " $ NumBaseNames ); DM( "DumpAnims: " $ TargetActor.Class.Name $ " -- end " ); } else { DM( "DumpAnims -- target not found!" ); } } //----------------------------------------------------------------------------- // Dump animations in mesh for given or target actor. exec function DumpAnims( optional name TargetName ) { DoDumpAnims( TargetName, false ); } //----------------------------------------------------------------------------- // Dump animations in mesh for given or target actor. exec function DumpAnimsBase( optional name TargetName ) { DoDumpAnims( TargetName, true ); } //----------------------------------------------------------------------------- exec function DumpSounds( name TargetName ) { local U2Pawn TargetPawn; TargetPawn = U2Pawn(GetNamedOrHitActor( TargetName )); if( TargetPawn != None ) { DMT( "Dumping SoundTable for " $ TargetPawn $ " VoicePackage: " $ TargetPawn.VoicePackage ); TargetPawn.SoundTable.Dump( TargetPawn ); } else { DMT( "DumpSounds -- can't find target" @ TargetName ); } } //----------------------------------------------------------------------------- exec function LockTargetActor( optional name TargetName ) { if( !OKToCheat() ) return; LockedActor = GetNamedOrHitActor( TargetName ); if( CheckNamedOrHitActor( "LockTargetActor", LockedActor, TargetName ) ) { if( LockedActor.Mesh == None ) { DM( "LockTargetActor -- Actor has no mesh: " $ LockedActor ); LockedActor = None; } else { DM( "LockTargetActor: locked " $ LockedActor ); } } } //----------------------------------------------------------------------------- exec function SumNextNPCWithStats() { if( !OKToCheat() ) return; ObjListMemStats(true); NPCSum(); ObjListMemStats(false); NPCNext(); } //----------------------------------------------------------------------------- function DoToggleDebugFlag( name TargetName, int DebugFlag ) { local LicenseeController LC; LC = LicenseeController(GetNamedLockedOrHitActor( TargetName )); if( LC != None ) { LC.ToggleDebugFlag( DebugFlag ); DM( "ToggleDebugFlag -- DebugFlags: " $ LC.GetDebugFlags() ); } else { DM( "ToggleDebugFlag: can't toggle flags for " $ LC ); } } //----------------------------------------------------------------------------- exec function ToggleDebugAI( optional name TargetName ) { if( !OKToCheat() ) return; DoToggleDebugFlag( TargetName, LicenseeController.Debug_AI ); } //----------------------------------------------------------------------------- exec function ToggleDebugAIEvents( optional name TargetName ) { if( !OKToCheat() ) return; DoToggleDebugFlag( TargetName, LicenseeController.Debug_AIEvents ); } //----------------------------------------------------------------------------- exec function ToggleDebugAIAttacks( optional name TargetName ) { if( !OKToCheat() ) return; DoToggleDebugFlag( TargetName, LicenseeController.Debug_AIAttacks ); } //----------------------------------------------------------------------------- exec function DebugFlags( int DebugFlags, optional name TargetName ) { local Actor A; local LicenseeController LC; if( !OKToCheat() ) return; A = GetNamedLockedOrHitActor( TargetName ); if( LicenseeController(A) != None ) LC = LicenseeController(A); else if( LicenseePawn(A) != None ) LC = LicenseeController(LicenseePawn(A).Controller); if( LC != None ) { DM( "DebugFlags: setting DebugFlags for " $ LC $ " to " $ DebugFlags ); LC.SetDebugFlags( DebugFlags ); } else { DM( "DebugFlags: can't toggle flags for " $ TargetName ); } } //----------------------------------------------------------------------------- exec function AIFlags( int DebugFlags ) { local Pawn P; if( !OKToCheat() ) return; DM( "AIFlags: setting DebugFlags for all AI controllers to " $ DebugFlags ); for( P=Level.PawnList; P!=None; P=P.NextPawn ) { if( !P.bIsRealPlayer && LicenseeController(P.Controller) != None ) LicenseeController(P.Controller).SetDebugFlags( DebugFlags ); } } //----------------------------------------------------------------------------- exec function ToggleDebugDialog() { if( !OKToCheat() ) return; class'DialogEngine'.static.ToggleDebug(Self); } //----------------------------------------------------------------------------- exec function ToggleSubtitles() { ShowSubtitles = !ShowSubtitles; } //----------------------------------------------------------------------------- // testing exec function ShowTeams() { local Pawn P; if( !OKToCheat() ) return; ClientMessage( " " ); // spacer for( P=Level.PawnList; P!=None; P=P.NextPawn ) { ClientMessage( P.Name $ " Health: " $ P.Health $ ")" ); if( P.PlayerReplicationInfo != None ) { ClientMessage( " Team: " $ P.PlayerReplicationInfo.Team.TeamIndex ); ClientMessage( " TeamName: " $ P.PlayerReplicationInfo.Team.TeamName ); } else { ClientMessage( " Team: no PlayerReplicationInfo!" ); ClientMessage( " TeamName: no PlayerReplicationInfo!" ); } } } //----------------------------------------------------------------------------- exec function ToggleTimeDemo() { // not a cheat bTimeDemoEnabled = !bTimeDemoEnabled; if( bTimeDemoEnabled ) { ConsoleCommand( "timedemo 1" ); } else { ConsoleCommand( "timedemo 0" ); } } //----------------------------------------------------------------------------- exec function FOV( float F ) { if( OKToCheat() ) Super.FOV( F ); } //----------------------------------------------------------------------------- exec function BehindView( Bool B ) { if( !OKToCheat() ) return; if( B ) DM( "behindview enabled" ); else DM( "behindview disabled" ); ClientSetBehindView( B ); } //----------------------------------------------------------------------------- exec function ToggleBehindView() { // is a cheat now? if( !OKToCheat() ) return; bBehindViewEnabled = !bBehindViewEnabled; BehindView( bBehindViewEnabled ); } //----------------------------------------------------------------------------- exec function ToggleInvisibility() { if( !OKToCheat() ) return; if( Pawn != None ) { if( !Pawn.bHidden ) { DM( "invisibility enabled" ); ConsoleCommand( "invisible 1" ); Pawn.ClearReferencesTo(); } else { DM( "invisibility disabled" ); ConsoleCommand( "invisible 0" ); } } else { DM( "Can't toggleinvisibility -- Pawn not set!" ); } } //----------------------------------------------------------------------------- exec function ToggleScoreboard() { if( !OKToCheat() ) return; if( DebugScoreboard == None ) { DebugScoreboard = new ScoreboardInfoManagerClass; DebugScoreboard.Initialize( Self ); } DebugScoreboard.CycleEnabled(); } //----------------------------------------------------------------------------- function HitActorDebugInfoManager GetTracerInstance() { if( DebugInfoManager == None ) { DebugInfoManager = new DebugInfoManagerClass; DebugInfoManager.Initialize( Self ); } return DebugInfoManager; } //----------------------------------------------------------------------------- // Enables on-screen information for Actor that the player is looking at. // !!mdf-tbd: won't work in MP (myHUD not set)? exec function TraceToggle( optional name TargetName ) { local string DMString; local Actor TargetActor; if( !OKToCheat() ) return; if( TargetName != '' ) { TargetActor = GetNamedActor( TargetName ); if( TargetActor != None ) { // make sure we compare apples with apples if( Pawn(TargetActor) != None && Pawn(TargetActor).Controller != None ) TargetActor = Pawn(TargetActor).Controller; if( GetTracerInstance().GetActorToShow() == TargetActor ) { // unlock it DM( "TraceToggle: unlocked " $ TargetActor.Name ); GetTracerInstance().SetActorToShow( None ); bTraceDebugEnabled = false; } else { // lock it DM( "TraceToggle: locked " $ TargetActor.Name ); GetTracerInstance().SetActorToShow( TargetActor ); ForceTraceEnable(); bTraceDebugEnabled = true; } } else { DM( "TraceToggle: can't find " $ TargetName ); } } else { bTraceDebugEnabled = !bTraceDebugEnabled; if( bTraceDebugEnabled ) { // make sure allocated GetTracerInstance(); DMString = "TraceToggle: Enabled ("; DMString = DMString $ "Console: " $ GetTracerInstance().GetEchoToConsole(); DMString = DMString $ ", Log: " $ GetTracerInstance().GetEchoToLog(); DMString = DMString $ ")"; } else { GetTracerInstance().SetActorToShow( None ); DMString = "TraceToggle: Disabled"; } GetTracerInstance().SetEnabled( byte(bTraceDebugEnabled) ); DM( DMString ); } } //----------------------------------------------------------------------------- function ForceTraceEnable() { // if not tracing, enable it if( !bTraceDebugEnabled ) TraceToggle(); } //----------------------------------------------------------------------------- exec function TraceLock( optional name TargetName ) { local Actor TargetActor; local bool bWasLocked; if( !OKToCheat() ) return; TargetActor = GetNamedOrHitActor( TargetName ); if( TargetActor != None ) { bWasLocked = (GetTracerInstance().GetActorToShow() != None); if( !bWasLocked || LevelInfo(TargetActor) == None || GetTracerInstance().GetShowLevel() ) { DM( "TraceLock: locked " $ TargetActor.Name ); GetTracerInstance().SetActorToShow( TargetActor ); ForceTraceEnable(); } else { if( bWasLocked ) DM( "TraceLock: cleared locked Actor"); GetTracerInstance().SetActorToShow( None ); } } else { DM( "TraceLock: no target Actor!"); } } //----------------------------------------------------------------------------- exec function TraceToggleLevel() { if( !OKToCheat() ) return; GetTracerInstance().SetShowLevel( !GetTracerInstance().GetShowLevel() ); DM( "TraceToggleLevel: " $ GetTracerInstance().GetShowLevel() ); } //----------------------------------------------------------------------------- exec function TraceToggleConsole() { if( !OKToCheat() ) return; GetTracerInstance().SetEchoToConsole( !GetTracerInstance().GetEchoToConsole() ); DM( "TraceToggleConsole: " $ GetTracerInstance().GetEchoToConsole() ); } //----------------------------------------------------------------------------- exec function TraceToggleLog() { if( !OKToCheat() ) return; GetTracerInstance().SetEchoToLog( !GetTracerInstance().GetEchoToLog() ); DM( "TraceToggleLog: " $ GetTracerInstance().GetEchoToLog() ); } //----------------------------------------------------------------------------- exec function TraceToggleAgentInfo() { if( !OKToCheat() ) return; GetTracerInstance().SetShowAgentInfo( !GetTracerInstance().GetShowAgentInfo() ); DM( "TraceToggleAgentInfo: " $ GetTracerInstance().GetShowAgentInfo() ); } //----------------------------------------------------------------------------- // +expose complete interface? // +alternatively -- could put anything useful (like this function) into engine? function ShowViewTraceExtents( bool bUseExtents, vector Extents ) { local vector TraceStart, TraceEnd; local CheckResult Hit; if( !OKToCheat() ) return; TraceStart = Pawn.Location; TraceStart.Z += Pawn.BaseEyeHeight; TraceEnd = TraceStart + ShowViewTraceLen * vector(Pawn.GetViewRotation()); if( bUseExtents ) { // Note (mdf): traces with extents are somewhat flaky. This makes sense when tracing over // complex geometry, but even tracing with extents over flat bsp often seems to fail or // hits the source actor. Pawn.SingleLineCheck( Hit, None, TraceEnd, TraceStart, TRACE_ProjTargets, Extents ); } else { // but traces without extents won't hit static meshes? Pawn.SingleLineCheck( Hit, None, TraceEnd, TraceStart, TRACE_ProjTargets ); } if( Hit.Actor == None ) { DM( "ShowViewTrace (bUseExtents=" $ bUseExtents $ ", TraceLen=" $ ShowViewTraceLen $ ") -- SingleLineCheck didn't hit anything!" ); AddArrow( TraceStart, TraceEnd ); } else { TraceEnd = Hit.Location; DM( "ShowViewTrace (bUseExtents=" $ bUseExtents $ ", TraceLen=" $ ShowViewTraceLen $ ") -- length = " $ VSize( TraceStart - TraceEnd ) $ " Hit.Actor = " $ Hit.Actor $ " Hit.Time = " $ Hit.Time ); AddArrow( TraceStart, TraceEnd ); } } //----------------------------------------------------------------------------- exec function ShowViewLine() { local vector TraceStart, TraceEnd; if( !OKToCheat() ) return; TraceStart = Pawn.Location; TraceStart.Z += Pawn.BaseEyeHeight; TraceEnd = TraceStart + 65535 * vector(Pawn.GetViewRotation()); AddArrow( TraceStart, TraceEnd ); } //----------------------------------------------------------------------------- exec function ShowViewTrace( optional bool bUseExtents ) { local vector Extents; if( !OKToCheat() ) return; if( bUseExtents ) { Extents.X = Pawn.CollisionRadius; Extents.Y = Pawn.CollisionRadius; Extents.Z = Pawn.CollisionHeight; ShowViewTraceExtents( true, Extents ); } else { ShowViewTraceExtents( false, vect(0,0,0) ); } } //----------------------------------------------------------------------------- exec function SizeActor( name TargetName, int NewRadius, int NewHeight, optional float NewDrawScale ) { if( !OKToCheat() ) return; // !!mdf-tbd: how to pass in '' for name? if( TargetName == 'none' ) TargetName = ''; SizeNamedLockedOrHitTarget( TargetName, NewRadius, NewHeight, NewDrawScale, false ); } //----------------------------------------------------------------------------- exec function SizePawns( name ClassName, int NewRadius, int NewHeight, optional float NewDrawScale ) { local Controller C; if( !OKToCheat() ) return; // !!mdf-tbd: how to pass in '' for name? if( ClassName == 'none' || ClassName == '' ) ClassName = 'Controller'; DM( "SizePawns -- setting size for all pawns in level to R=" $ NewRadius $ " H=" $ NewHeight $ " DrawScale=" $ NewDrawScale ); for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.IsA( ClassName ) ) SizeNamedLockedOrHitTarget( C.Name, NewRadius, NewHeight, NewDrawScale, true ); } } //----------------------------------------------------------------------------- exec function StopScenes() { local SceneManager SM; local bool bFoundScenes; if( !OKToCheat() ) return; foreach AllActors( class'SceneManager', SM ) { if( SM.bIsRunning ) { SM.StopScene(); bFoundScenes = true; } } if( bFoundScenes ) DM( "WARNING: stopscenes will likely break this level's gameplay!" ); } //----------------------------------------------------------------------------- // Forces windowed mode then executes editactor command. Will try given string // as name 1st, class 2nd (unless bIsName set) function DoEdActor( coerce string S ) { // !!mdf-tbd: ideally engine would end full screen for us ConsoleCommand( "endfullscreen" ); ConsoleCommand( "editactor " $ S ); } //----------------------------------------------------------------------------- // Forces windowed mode then executes editactor command. Will try given name as // as name 1st, class 2nd (unless bIsName set). If no name given, will use // locked Actor, if any. exec function EdActor( name N ) { local Actor TargetActor; if( !OKToCheat() ) return; TargetActor = GetNamedOrLockedActor( N ); if( TargetActor != None ) DoEdActor( "name=" $ TargetActor.Name ); else DM( GetContext() $ " Actor not found" ); } //----------------------------------------------------------------------------- // Do an "editactor class" for the object in view. exec function EdHitActor() { local Actor HitActor; if( !OKToCheat() ) return; HitActor = GetHitActor(); if( HitActor != None ) { DoEdActor( "name=" $ HitActor.Name ); } } //----------------------------------------------------------------------------- // testing exec function DumpAll( class<Actor> DumpClass ) { local Actor A; local int CountMatchingActors; local string Message; if( !OKToCheat() ) return; if( DumpClass != None ) { foreach AllActors( DumpClass, A ) { Message = A.Name $ " tag: " $ A.Tag $ " event: " $ A.Event $ " state: " $ A.GetStateName() $ " inventory: "$ A.Inventory; ClientMessage( Message ); Log( Message ); CountMatchingActors++; } ClientMessage( "Matching Actors: " $ CountMatchingActors ); } else { ClientMessage( "DumpAll: class is None!" ); } } //----------------------------------------------------------------------------- // Dump the inventory for the given Actor. function DumpActorInv( Actor A ) { local Inventory Inv; DM( A.Name $ ":" ); for( Inv=A.Inventory; Inv!=None; Inv=Inv.Inventory ) { DM( " " $ Inv.Name ); } } //----------------------------------------------------------------------------- // Dump the inventory for the named Actor (or nearest Actor that matches by // class). If no name given, dumps inventory for all actors in the level // which are Pawns or which have Inv!=None. exec function DumpInv( name TargetName ) { local Actor TargetActor; if( !OKToCheat() ) return; DM( "DumpInv -- begin" ); if( TargetName == '' ) { foreach AllActors( class'Actor', TargetActor ) { if( (TargetActor.Inventory != None) || (Pawn(TargetActor) != None) ) DumpActorInv( TargetActor ); } } else { TargetActor = GetNamedActor( TargetName ); if( TargetActor != None ) DumpActorInv( TargetActor ); else DM( "DumpInv -- no Actor matches " $ TargetName ); } DM( "DumpInv -- end" ); } //----------------------------------------------------------------------------- exec function Distance( name A1Name, optional name A2Name ) { local Actor A1; local Actor A2; local vector A1ToA2Vect; if( !OKToCheat() ) return; A1 = GetNamedActor( A1Name ); if( A2Name == '' ) A2 = Pawn; else A2 = GetNamedActor( A2Name ); if( A1 == None ) { DM( "Distance: can't find Actor with name: " $ A1Name ); } if( A2 == None ) { DM( "Distance: can't find Actor with name: " $ A2Name ); } if( A1 != None && A2 != None ) { A1ToA2Vect = A2.Location - A1.Location; DM( "Distance from " $ A1 $ " to " $ A2 $ "(" $ class'Util'.static.GetVectorString(A1ToA2Vect) $ ")" $ " " $ VSize( A1ToA2Vect ) ); } } //----------------------------------------------------------------------------- function DoFixCollision( Actor A ) { local Actor HitActor; local vector HitLocation, HitNormal; local float HeightAboveFloor; // figure out how high Actor is above the ground // make sure collision height puts center of Actor on ground HitActor = class'Util'.static.TraceRecursive( A, HitLocation, HitNormal, A.Location, false, MaxFixCollisionHeight ); if( HitActor != None && (HitActor == Level || Mover(HitActor) != None) ) { HeightAboveFloor = VSize(A.Location - HitLocation ); // don't reduce CC, but make it bigger if necessary if( A.CollisionHeight < HeightAboveFloor ) { DM( " DoFixCollision: collision height for " $ A.Name $ " changed from " $ A.CollisionHeight $ " to " $ HeightAboveFloor ); A.SetCollisionSize( A.CollisionRadius, HeightAboveFloor ); HitActor = class'Util'.static.TraceRecursive( A, HitLocation, HitNormal, A.Location, false, MaxFixCollisionHeight ); if( HitActor == None || (HitActor != Level && Mover(HitActor) == None) || A.CollisionHeight != HeightAboveFloor ) DM( " WARNING (DoFixCollision): Actor moved?" ); } } } //----------------------------------------------------------------------------- exec function FixCollision( optional name TargetName ) { local Actor A; local Actor TargetActor; if( !OKToCheat() ) return; if( TargetName != '' ) TargetActor = GetNamedActor( TargetName ); else TargetActor = None; if( TargetActor != None ) { DM( "FixCollision: fixing collision for " $ TargetActor ); DoFixCollision( TargetActor ); } else { DM( "FixCollision: fixing collision for all applicable actors in level" ); foreach AllActors( class'Actor', A ) { // this won't handle weapons if( Inventory(A) != None || Teleporter(A) != None ) { DoFixCollision( A ); } } } } //----------------------------------------------------------------------------- exec function SetParticleDensity( int D ) { if( !OKToCheat() ) return; class'UIConsole'.static.GetClient().ParticleDensity = D; ClientMessage( "ParticleDensity set to " $ D ); } //----------------------------------------------------------------------------- exec function ToggleImpacts() { if( !OKToCheat() ) return; if( (Level.Game.GameFlags & U2GameInfo.GF_NOIMPACTS) == 0 ) { Level.Game.GameFlags = Level.Game.GameFlags | U2GameInfo.GF_NOIMPACTS; ClientMessage( "impacts disabled" ); } else { Level.Game.GameFlags = Level.Game.GameFlags & ~U2GameInfo.GF_NOIMPACTS; ClientMessage( "impacts enabled" ); } } //----------------------------------------------------------------------------- exec function SetWeaponTick( bool bTick ) { local Weapon W; if( !OKToCheat() ) return; foreach AllActors( class'Weapon', W ) if( U2Weapon(W) != None ) U2Weapon(W).bDisableTick = !bTick; if( bTick ) ClientMessage( "enabling tick code for all weapons" ); else ClientMessage( "disabling tick code for all weapons" ); } //----------------------------------------------------------------------------- exec function SetWeaponFire( bool bFire ) { local Weapon W; if( !OKToCheat() ) return; foreach AllActors( class'Weapon', W ) if( U2Weapon(W) != None ) U2Weapon(W).bDisableFiring = !bFire; if( bFire ) ClientMessage( "enabling firing for all weapons" ); else ClientMessage( "disabling firing for all weapons" ); } //----------------------------------------------------------------------------- exec function SetNPCSprites( bool bSprite ) { local Pawn P; if( !OKToCheat() ) return; for( P=Level.PawnList; P!=None; P=P.NextPawn ) { if( AIController(P.Controller) != None ) { if( bSprite ) P.SetDrawType( DT_Sprite ); else if( P.DrawType == DT_Sprite ) P.SetDrawType( P.default.DrawType ); } } if( bSprite ) { ClientMessage( "Setting NPC DrawTypes to DT_Sprite" ); } else { ClientMessage( "Setting NPC DrawTypes to default" ); } } //----------------------------------------------------------------------------- // Toggle bHidden flag for all actors which match the given class name that are // bHidden by default (so actors which are normally visible won't be affected). // If bForce is true, *all* actors will be toggled regardless of whether they // are normally hidden. exec function ToggleShowClass( name ClassToShow, optional bool bForce ) { local Actor A; local bool bHideActors; if( !OKToCheat() ) return; // make a first pass through actors to see if any applicable actors // aren't hidden and if any found assume that we should hide these // otherwise assume that we should make these visible bHideActors = false; foreach AllActors( class'Actor', A ) { if( A.IsA( ClassToShow ) ) { if( !A.bHidden && (bForce || A.default.bHidden) ) { bHideActors = true; break; } } } // now apply flag foreach AllActors( class'Actor', A ) { if( A.IsA( ClassToShow ) ) { if( !bHideActors && A.bHidden ) { // make any hidden objects visible A.bHidden = false; } else if( bHideActors && !A.bHidden && (bForce || A.default.bHidden) ) { // only hide classes which are hidden by default A.bHidden = true; } A.StaticFilterState = FS_Maybe; } } if( bHideActors ) { DM( "Hiding " $ ClassToShow $ "s" ); } else { DM( "Showing " $ ClassToShow $ "s" ); } } //----------------------------------------------------------------------------- exec function ToggleShowAll() { if( !OKToCheat() ) return; ToggleShowClass( 'Actor' ); } //----------------------------------------------------------------------------- exec function ToggleShowKPs() { if( !OKToCheat() ) return; ToggleShowClass( 'KeyPoint' ); } //----------------------------------------------------------------------------- exec function ToggleShowNPs() { if( !OKToCheat() ) return; ToggleShowClass( 'NavigationPoint' ); } //----------------------------------------------------------------------------- exec function ToggleRMode() { if( !OKToCheat() ) return; CurrentRMode++; if( CurrentRMode > 8 ) CurrentRMode = 1; ConsoleCommand( "rmode " $ CurrentRMode ); DM( "rmode=" $ CurrentRMode ); } //----------------------------------------------------------------------------- // Traces to the Actor the crosshair is pointing at, and toggles their // collision cylinder drawing on/off. exec function ToggleCC( optional name TargetName ) { local Actor TargetActor; if( !OKToCheat() ) return; TargetActor = GetNamedLockedOrHitActor( TargetName ); if( LevelInfo(TargetActor) == None && Mover(TargetActor) == None ) { if( CheckNamedOrHitActor( "ToggleCC", TargetActor, TargetName ) ) { if( (TargetActor.SpecialDisplayFlags & DF_Collision) == 0 ) { DM( "ToggleCC: Showing CC for " $ TargetActor ); TargetActor.SpecialDisplayFlags = TargetActor.SpecialDisplayFlags | DF_Collision; } else { DM( "ToggleCC: Hiding CC for " $ TargetActor ); TargetActor.SpecialDisplayFlags = TargetActor.SpecialDisplayFlags & ~DF_Collision; } } } else { DM( "ToggleCC: can't show cc for " $ TargetActor ); } } //----------------------------------------------------------------------------- function SetCCs( class<Actor> TargetClass, bool bShow ) { local Actor A; foreach AllActors( TargetClass, A ) { if( bShow ) { if( A.bHidden ) A.bHidden = false; A.SpecialDisplayFlags = A.SpecialDisplayFlags | DF_Collision; } else { if( !A.bHidden && A.default.bHidden ) A.bHidden = true; A.SpecialDisplayFlags = A.SpecialDisplayFlags & ~DF_Collision; } } } //----------------------------------------------------------------------------- exec function ShowCCs( string TargetClassStr ) { local class<Actor> TargetClass; if( !OKToCheat() ) return; TargetClass = class<Actor>(LoadPackageClass( TargetClassStr ) ); if( TargetClass != None ) { DM( "ShowCCs: " $ TargetClass ); SetCCs( TargetClass, true ); } else { DM( "ShowCCs: can't find class " $ TargetClassStr ); } } //----------------------------------------------------------------------------- exec function HideCCs( string TargetClassStr ) { local class<Actor> TargetClass; if( !OKToCheat() ) return; TargetClass = class<Actor>(LoadPackageClass( TargetClassStr ) ); if( TargetClass != None ) { DM( "HideCCs: " $ TargetClass ); SetCCs( TargetClass, false ); } else { DM( "HideCCs: can't find class " $ TargetClassStr ); } } //----------------------------------------------------------------------------- exec function SetSpeed( float F ) { if( !OKToCheat() ) return; // apply new speed to default values Pawn.GroundSpeed = Pawn.default.GroundSpeed * F; Pawn.WaterSpeed = Pawn.default.WaterSpeed * F; bSetSpeedCheatOn = ( F != 1.0 ); } //----------------------------------------------------------------------------- exec function ToggleSpeed() { if( !OKToCheat() ) return; CurrentSpeed *= 2.0; if( CurrentSpeed > MaxCheatSpeed ) CurrentSpeed = 1.0; SetSpeed( CurrentSpeed ); } //----------------------------------------------------------------------------- exec function DestroyLines() { local Actor A; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) { if( A.IsA( 'TracerSeg' ) ) { A.Destroy(); } } } //----------------------------------------------------------------------------- exec function SetCol( name TargetClass, bool bNewColActors, bool bNewBlockActors, bool bNewBlockPlayers ) { local Actor A; local int Count; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) { if( A.IsA( TargetClass ) ) { A.SetCollision( bNewColActors, bNewBlockActors, bNewBlockPlayers ); Count++; } } DM( "SetCol: " $ bNewColActors $ ", " $ bNewBlockActors $ ", " $ bNewBlockPlayers $ " Count: " $ Count ); } //----------------------------------------------------------------------------- exec function SetEyeHeight( float NewEyeHeight ) { if( !OKToCheat() ) return; Pawn.BaseEyeHeight = NewEyeHeight; // eyeheight will quickly become this (over a few frames) Pawn.default.BaseEyeHeight = NewEyeHeight; // so new eye height not overridden } //----------------------------------------------------------------------------- // Allows player to "change" teams (or change the team of any Pawn) exec function SetTeam( int InTeamNumber, optional name TargetName ) { local Actor TargetActor; if( !OKToCheat() ) return; TargetActor = GetNamedLockedOrHitActor( TargetName, true, true ); if( TargetActor == None && TargetName == '' ) TargetActor = Pawn; if( Pawn(TargetActor) != None ) { Pawn(TargetActor).PlayerReplicationInfo.Team.RemoveFromTeam( Pawn(TargetActor).Controller ); U2GameInfo(Level.Game).GetTeam( InTeamNumber ).AddToTeam( Pawn(TargetActor).Controller ); } } //----------------------------------------------------------------------------- exec function DumpAIEvents() { local Controller C; if( !OKToCheat() ) return; for( C=Level.ControllerList; C!=None; C=C.NextController ) if( U2NPCController(C) != None ) U2NPCController(C).DumpAIEvents(); } //----------------------------------------------------------------------------- exec function DumpNPs() { if( !OKToCheat() ) return; DumpAll( Class'NavigationPoint' ); } //----------------------------------------------------------------------------- // Checks whether all NavigationPoints in the level are in the navigation point list exec function TestNPList() { local NavigationPoint IterP, LastValid; local int TotalNodes, NodeCount; if( !OKToCheat() ) return; foreach AllActors( class'NavigationPoint', IterP ) { TotalNodes++; } for( IterP = Level.NavigationPointList; IterP != None; IterP = IterP.NextNavigationPoint ) { LastValid = IterP; NodeCount++; } if( NodeCount == TotalNodes ) { BM( "PathNodeNetwork("$NodeCount$"/"$TotalNodes$") is correct." ); } else { BM( "PathNodeNetwork("$NodeCount$"/"$TotalNodes$") is broken at: " $ LastValid ); } } //----------------------------------------------------------------------------- function ShowReachSpecInfo( ReachSpec RS ) { DM( "StartNode: " $ RS.Start ); DM( "EndNode: " $ RS.End ); DM( "Distance: " $ RS.Distance ); DM( "Radius: " $ RS.CollisionRadius ); DM( "Height: " $ RS.CollisionHeight ); DM( "Flags: " $ RS.reachFlags ); DM( "bPruned: " $ RS.bPruned ); } //----------------------------------------------------------------------------- function DoReachSpecInfo( name NPName1, name NPName2 ) { local NavigationPoint NP1, NP2; local int ii, MaxPaths, DrawnPaths; local ReachSpec RS; NP1 = NavigationPoint( GetNamedActor( NPName1 ) ); NP2 = NavigationPoint( GetNamedActor( NPName2 ) ); if( NP1 == None ) { DM( "ReachSpecInfo: couldn't find NavigationPoint " $ NPName1 ); } if( NP2 == None ) { DM( "ReachSpecInfo: couldn't find NavigationPoint " $ NPName2 ); } if( NP1 != None && NP2 != None ) { // look for Paths[] list entry in NP1 that refers to NP2 for( ii=0; ii<NP1.PathList.Length; ii++ ) { RS = NP1.PathList[ii]; assert( RS.Start == NP1 && !RS.bPruned ); if( RS.End == NP2 ) { ShowReachSpecInfo( RS ); break; } } if( RS.End != NP2 ) { DM( "ReachSpecInfo: no path between " $ NP1 $ " and " $ NP2 ); } } } //----------------------------------------------------------------------------- // Show the reachspec (path) info for the path between NP1 and NP2 (must be // connected). exec function ReachSpecInfo( name NPName1, name NPName2 ) { if( !OKToCheat() ) return; DoReachSpecInfo( NPName1, NPName2 ); } //----------------------------------------------------------------------------- // Only handles walking pawns for now. // tbd: how to handle paths in water etc. // tbd: some parts of the pathnode network might be cut off from each other // and this currently will result in tons of error messages about // NPs that can't be reached other NPs. // +do we want to allow this (separate networks in the same level)? // +if so how do we handle this? // +make separation explicit (NP with high cost)? // function DoVerifyPaths2() { local NavigationPoint NP1, NP2; local Actor HitActor; local vector HitLocation, HitNormal; local vector NewLocation; local vector OriginalLocation; local bool bOldCollideActors; local bool bOldBlockActors; local bool bOldBlockPlayers; local int NumPaths; local int ErrorCount; NumPaths = 0; ErrorCount = 0; OriginalLocation = Pawn.Location; bOldCollideActors = Pawn.bCollideActors; bOldBlockActors = Pawn.bBlockActors; bOldBlockPlayers = Pawn.bBlockPlayers; // turn of collision so player doesn't telefrag anything or pick up objects Pawn.SetCollision( false, false, false ); Pawn.SetPhysics( Phys_Walking ); // try to build a path from every NP in the level to every other NP in the level // (tbd: don't even try to run this test unless previous tests succeed) for( NP1=Level.NavigationPointList; NP1!=None; NP1=NP1.NextNavigationPoint ) { // move us to that location (with CC on floor so won't fall/intersect with geometry) // trace straight down until we hit the level (or exceed 500 units) HitActor = class'Util'.static.TraceRecursive( NP1, HitLocation, HitNormal, NP1.Location, false, 500, , 500 ); if( HitActor != None && (HitActor == Level || Mover(HitActor) != None) ) { if( class'UtilGame'.static.PlaceActorOnFloorUnderLocation( Pawn, NP1.Location ) ) { // try to build a path to every other NP in the level from here for( NP2=Level.NavigationPointList; NP2!=None; NP2=NP2.NextNavigationPoint ) { if( NP2 != NP1 ) { NumPaths++; if( FindPathToActor( NP2 ) == PR_None ) { DM( "VerifyPaths: Can't build a path from " $ NP1 $ " to " $ NP2 ); ErrorCount++; } } } } else { DM( "VerifyPaths: Couldn't use start location at " $ NP1 $ " (SetLocation failed)" ); ErrorCount++; } } } Pawn.SetLocation( OriginalLocation ); Pawn.SetCollision( bOldCollideActors, bOldBlockActors, bOldBlockPlayers ); DM( "VerifyPaths: " $ NumPaths $ " paths -- " $ ErrorCount $ " errors." ); } //----------------------------------------------------------------------------- exec function VerifyPaths2() { if( !OKToCheat() ) return; DoVerifyPaths2(); } /* !!mdf-tbd: //----------------------------------------------------------------------------- // Only handles walking pawns for now. // tbd: how to handle paths in water etc. function DoVerifyPaths3() { local Pawn P; local Controller C; local int NumFound; // DM( "Verifying all paths -- this could take hours -- use slomo 25-50 or so to speed up!" ); DM( "Verifying all paths -- this could take a while!" ); NumFound = 0; for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( PathWalker(C.Pawn) != None ) { NumFound++; class'TriggerHelper'.static.DispatchTrigger( Self, C.Pawn, Self, Pawn, 'WalkPaths' ); } } if( NumFound == 0 ) { // create a pathwalker and start it off DM( "Spawning a PathWalker" ); P = Pawn( SummonPackageClass( "PathWalker" ) ); class'TriggerHelper'.static.DispatchTrigger( Self, P, Self, Pawn, 'WalkPaths' ); } else { DM( NumFound $ " PathWalkers found." ); } } //----------------------------------------------------------------------------- exec function VerifyPaths3() { if( !OKToCheat() ) return; DoVerifyPaths3(); } */ //----------------------------------------------------------------------------- exec function TestFall( optional name TargetPawnName ) { local Controller C; local Pawn TargetPawn; if( !OKToCheat() ) return; DMT( "TestFall" ); TargetPawn = Pawn(GetNamedOrHitActor(TargetPawnName)); for( C = Level.ControllerList; C != None; C = C.NextController ) { if( !C.bStasis && U2NPCController(C) != None && C.Pawn != None && C.Pawn.Physics != PHYS_Falling && C.Pawn.Base != None && TerrainInfo(C.Pawn.Base) != None && (TargetPawn == None || TargetPawn == C.Pawn) ) { C.Pawn.SetLocation( C.Pawn.Location - 1.5*C.Pawn.CollisionHeight * vect(0,0,1) ); C.Pawn.SetPhysics( PHYS_Falling ); } } } //----------------------------------------------------------------------------- exec function TestNavErrors( bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ ) { local Controller C; DMT( "TESTNAVERRORS " $ bScriptedStateMoves $ " " $ bMoveTarget $ " " $ bMinZ ); for( C = Level.ControllerList; C != None; C = C.NextController ) { if( !C.bStasis && U2NPCController(C) != None ) U2NPCController(C).ForceNavigationError( bScriptedStateMoves, bMoveTarget, bMinZ ); } } //----------------------------------------------------------------------------- exec function FixSkins() { local Pawn P; if( !OKToCheat() ) return; for( P = Level.PawnList; P != None; P = P.NextPawn ) if( U2Pawn(P) != None ) U2Pawn(P).FixSkins(); } //----------------------------------------------------------------------------- // Destroy the given Actor (if set). function DoKillActor( Actor TargetActor ) { if( TargetActor != None ) { TargetActor.Destroy(); DM( "KillActor -- destroyed " $ TargetActor ); } else { DM( "KillActor -- Actor not found" ); } } //----------------------------------------------------------------------------- // Destroy the named Actor (if found). exec function KillActor( name TargetName ) { if( !OKToCheat() ) return; DoKillActor( GetNamedActor( TargetName ) ); } //----------------------------------------------------------------------------- // Destroy the Actor under the crosshair (if any). exec function KillHitActor() { local Actor HitActor; if( !OKToCheat() ) return; HitActor = GetHitActor(); if( (HitActor != None) && (LevelInfo(HitActor) == None) ) DoKillActor( HitActor ); } //----------------------------------------------------------------------------- // Destroy the NPC under the crosshair (if any). exec function KillHitNPC() { local Actor HitActor; if( !OKToCheat() ) return; HitActor = GetHitActor(); if( HitActor != None && Pawn(HitActor) != None && StationaryPawn(HitActor) == None ) DoKillActor( HitActor ); } //----------------------------------------------------------------------------- function DoKillNPCs( bool bKillActive, bool bKillDormant, class<Pawn> PawnClass, Pawn ExceptPawn, bool bCarcasses ) { local AIController AIC; local Pawn P; foreach DynamicActors( class'AIController', AIC ) { if( StationaryPawn(AIC.Pawn) == None && (AIC.Pawn == None || (AIC.Pawn != ExceptPawn && ClassIsChildOf( AIC.Pawn.class, PawnClass ))) && ((bKillDormant && AIC.bStasis) || (bKillActive && !AIC.bStasis)) ) { if( AIC.Pawn != None ) AIC.Pawn.Destroy(); // note: need to destroy the Pawn or you'll leave behind a "carcass" AIC.Destroy(); } } if( bCarcasses ) { // now do a pass through the Pawns in case some of these had no controller (carcasses) for( P=Level.PawnList; P!=None; P=P.NextPawn ) { if( StationaryPawn(P) == None && ClassIsChildOf( P.Class, PawnClass ) && !P.IsHumanControlled() ) P.Destroy(); } } } //----------------------------------------------------------------------------- exec function KillActiveNPCs() { if( !OKToCheat() ) return; DM( "killing all active NPCS" ); DoKillNPCs( true, false, class'Pawn', None, false ); } //----------------------------------------------------------------------------- exec function KillDormantNPCs() { if( !OKToCheat() ) return; DM( "killing all dormant NPCS" ); DoKillNPCs( false, true, class'Pawn', None, false ); } //----------------------------------------------------------------------------- // Kill all Pawns of any type except for players and stationary pawns. exec function KillNPCs( optional string DummyStr ) { if( !OKToCheat() ) return; if( DummyStr == "" ) { DM( "killing all NPCS" ); DoKillNPCs( true, true, class'Pawn', None, false ); } else { DM( "KillNPCs: invalid parameter given" ); } } //----------------------------------------------------------------------------- // Kill all Pawns of any type except for players and stationary pawns and the // named NPC. exec function KillNPCsExcept( optional name ExceptName ) { local Pawn ExceptPawn; if( !OKToCheat() ) return; ExceptPawn = Pawn(GetNamedOrHitActor(ExceptName)); if( ExceptPawn != None ) { DM( "killing all NPCS except: " $ ExceptPawn ); DoKillNPCs( true, true, class'Pawn', ExceptPawn, false ); } else { DM( "KillNPCsExcept -- couldn't find " $ ExceptName ); } } //----------------------------------------------------------------------------- // Kill all Pawns of any type except for players and stationary pawns. exec function KillPawnsEx( class<Pawn> PawnClass ) { if( !OKToCheat() ) return; DM( "killing all " $ PawnClass.Name ); DoKillNPCs( true, true, PawnClass, None, true ); } //----------------------------------------------------------------------------- // Gib all NPCs exec function GibNPCs() { local Pawn P; if( !OKToCheat() ) return; DM( "GibNPCs -- gibbing all npcs" ); for( P = Level.PawnList; P != None; P = P.nextPawn ) if( StationaryPawn(P) == None && !P.IsRealPlayer() ) { P.TryToGib( class'Gibbed' ); } } //----------------------------------------------------------------------------- // Gib the NPC under the crosshair (if any). exec function GibHitNPC() { local Pawn HitPawn; if( !OKToCheat() ) return; HitPawn = Pawn(GetHitActor()); if( HitPawn != None && StationaryPawn(HitPawn) == None ) { if( HitPawn.TryToGib( class'Gibbed' ) ) DM( "GibHitNPC -- gibbed " $ HitPawn ); else DM( "GibHitNPC -- unable to gib " $ HitPawn ); } else { DM( "GibHitNPC -- NPC not found" ); } } //----------------------------------------------------------------------------- exec function Fall( optional name TargetName ) { local Actor A; local vector NewLocation; if( !OKToCheat() ) return; A = GetNamedLockedOrHitActor( TargetName ); DMT( "FALL: " $ A $ "!" ); if( A != None ) { NewLocation = A.Location - vect(0,0,1) * (A.CollisionHeight * 2.0); if( A.SetLocation( NewLocation ) ) { A.SetPhysics( PHYS_Falling ); //Velocity += vect(0,0,1) * -100; DM( A $ " is falling" ); } else { if( TargetName == '' ) DM( "Fall -- unable to move " $ A $ " to " @ NewLocation ); else DM( "Fall -- unable to move " $ A $ " to " @ NewLocation ); } } else { if( TargetName == '' ) DM( "Fall -- can't make " $ A $ " fall" ); else DM( "Fall -- can't make " $ TargetName $ " fall" ); } } //----------------------------------------------------------------------------- exec function KillTimers() { local Actor A; if( !OKToCheat() ) return; foreach AllActors( class'Actor', A ) A.RemoveAllTimers(); } //----------------------------------------------------------------------------- exec function ToggleTicks( name ClassToShow ) { local Actor A; local bool bEnable; if( !OKToCheat() ) return; bEnable = false; foreach AllActors( class'Actor', A ) { if( A.IsA( ClassToShow ) ) { if( !A.IsProbing( Event_Tick ) ) { bEnable = true; break; } } } foreach AllActors( class'Actor', A ) { if( A.IsA( ClassToShow ) ) { if( bEnable ) A.Enable( Event_Tick ); else A.Disable( Event_Tick ); } } DM( "ToggleTicks class:" $ ClassToShow $ " bEnable:" $ bEnable ); } //----------------------------------------------------------------------------- exec function FreezeNPC( bool bVal, optional name TargetName ) { local Actor A; local AIController C; if( !OKToCheat() ) return; A = GetNamedLockedOrHitActor( TargetName ); if( Pawn(A) != None ) C = AIController(Pawn(A).Controller); else C = AIController(A); if( C != None ) { DM( "FreezeNPC: " $ C ); C.SetFrozen( bVal ); } else { if( TargetName == '' ) DM( "FreezeNPC -- can't freeze " $ A ); else DM( "FreezeNPC -- can't freeze " $ TargetName ); } } //----------------------------------------------------------------------------- exec function LockNPC( bool bVal, optional name TargetName ) { local Actor A; local AIController C; if( !OKToCheat() ) return; A = GetNamedLockedOrHitActor( TargetName ); if( Pawn(A) != None ) C = AIController(Pawn(A).Controller); else C = AIController(A); if( C != None ) { DM( "LockNPC: " $ C ); C.SetStationary( bVal ); } else { if( TargetName == '' ) DM( "LockNPC -- can't freeze " $ A ); else DM( "LockNPC -- can't freeze " $ TargetName ); } } //----------------------------------------------------------------------------- exec function ToggleFreezeNPCs() { local Controller C; if( !OKToCheat() ) return; bNPCsFrozen = !bNPCsFrozen; for( C=Level.ControllerList; C!=None; C=C.NextController ) if( AIController(C) != None && C.Pawn != None && StationaryPawn(C.Pawn) == None ) AIController(C).SetFrozen( bNPCsFrozen ); DM( "ToggleFreezeNPCs: " $ bNPCsFrozen ); } //----------------------------------------------------------------------------- exec function ToggleLockNPCs() { local Controller C; if( !OKToCheat() ) return; bNPCsLocked = !bNPCsLocked; for( C=Level.ControllerList; C!=None; C=C.NextController ) if( AIController(C) != None && C.Pawn != None && StationaryPawn(C.Pawn) == None ) AIController(C).SetStationary( bNPCsLocked ); DM( "ToggleLockNPCs: " $ bNPCsLocked ); } //----------------------------------------------------------------------------- // creature list //----------------------------------------------------------------------------- exec function NPCSum( optional int Index ) { if( !OKToCheat() ) return; // spawn current creature if( Index != 0 ) { if( CreatureList[ Index ].NameStr != "" ) SummonPackageClass( CreatureList[ Index ].NameStr ); else DM( "NPCSum -- no creature for given index!" ); } else SummonPackageClass( CreatureList[ CreatureIndex ].NameStr ); } //----------------------------------------------------------------------------- exec function NPCShow() { if( !OKToCheat() ) return; class'UIConsole'.static.BroadcastStatusMessage( Self, "#" $ CreatureIndex $ " (" $ CreatureList[ CreatureIndex ].CatStr $ ") " $ ": " $ CreatureList[ CreatureIndex ].NameStr $ " (" $ CreatureList[ CreatureIndex ].StatusStr $ ")", NPCShowTime, NPCShowFont, NPCShowColor, , //sound , //volume , //pitch, "CenterDebugHolder", true ); } //----------------------------------------------------------------------------- exec function NPCNext() { local int OldIndex; if( !OKToCheat() ) return; OldIndex = CreatureIndex; CreatureIndex++; if( CreatureIndex >= ArrayCount(CreatureList) ) CreatureIndex = 1; while( CreatureList[ CreatureIndex ].NameStr == "" && CreatureIndex != OldIndex ) { CreatureIndex++; if( CreatureIndex >= ArrayCount(CreatureList) ) CreatureIndex = 1; } NPCShow(); } //----------------------------------------------------------------------------- exec function NPCPrev() { local int OldIndex; if( !OKToCheat() ) return; OldIndex = CreatureIndex; CreatureIndex--; if( CreatureIndex < 1 ) CreatureIndex = ArrayCount(CreatureList)-1; while( CreatureList[ CreatureIndex ].NameStr == "" && CreatureIndex != OldIndex ) { CreatureIndex--; if( CreatureIndex < 1 ) CreatureIndex = ArrayCount(CreatureList)-1; } NPCShow(); } //----------------------------------------------------------------------------- exec function NPCSet( int Index ) { local int OldIndex; if( !OKToCheat() ) return; OldIndex = CreatureIndex; CreatureIndex = Clamp( Index, 0, ArrayCount(CreatureList)-1 ); while( CreatureList[ CreatureIndex ].NameStr == "" && CreatureIndex != OldIndex ) { CreatureIndex--; if( CreatureIndex < 1 ) CreatureIndex = ArrayCount(CreatureList)-1; } NPCShow(); } //----------------------------------------------------------------------------- // Add X actors of the given class at "random" locations in the current level // (uses level's NavigationPoints). exec function AddActors( int NumActors, string ActorClassString ) { local int ii, jj; local Actor A; local class<Actor> ActorClass; local NavigationPoint NP; local vector SpawnLocation; local int NPCount, NPIndex, PlacedActors; local bool bKeepTrying; if( !OKToCheat() ) return; ActorClass = class<Actor>(LoadPackageClass( ActorClassString )); if( ActorClass == None ) { DMT( "AddActors: can't find class for " $ ActorClassString ); return; } // count navigation points NPCount = 0; for( NP=Level.NavigationPointList; NP!=None; NP=NP.NextNavigationPoint ) NPCount++; bKeepTrying = true; for( ii=0; ii<NumActors && bKeepTrying; ii++ ) { NPIndex = RandRange( 0, NPCount ); NP = Level.NavigationPointList; for( jj=0; jj<NPIndex; jj++ ) NP = NP.NextNavigationPoint; // try to spawn the Actor while( true ) { SpawnLocation = class'Util'.static.GetLocationAtActor( NP, ActorClass.default.CollisionRadius, ActorClass.default.CollisionHeight ); A = NP.Spawn( ActorClass, /*Owner*/, /*Tag*/, SpawnLocation ); if( A != None ) { PlacedActors++; break; } else { // try next NP in list jj++; if( jj == NPIndex ) { // back to first spot tried bKeepTrying = false; // won't be able to spawn any more Actors break; } else if( jj >= NPCount ) { jj = 0; NP = Level.NavigationPointList; } else { NP = NP.NextNavigationPoint; } } } } DMT( "AddActors placed " $ PlacedActors $ " " $ ActorClass ); } //----------------------------------------------------------------------------- function SetTestMoveTargets( name TargetName, Actor NewMoveTarget, float Speed, ETacticalMoveType TMT ) { local Pawn P; local Controller C; if( !OKToCheat() ) return; P = Pawn(GetNamedOrHitActor( TargetName )); if( P != None ) { if( U2NPCController(P.Controller) != None ) { DM( "Calling SetTestMoveTarget( " $ NewMoveTarget $ " ) for " $ P ); U2NPCController(P.Controller).SetTestMoveTarget( NewMoveTarget, Speed, TMT ); } else { DM( "SetTestMoveTargets -- target Pawn doesn't have a U2NPCController?" ); } } else { DM( "Calling SetTestMoveTarget( " $ NewMoveTarget $ " ) for all NPCs" ); for( C=Level.ControllerList; C!=None; C=C.NextController ) if( U2NPCController(C) != None && C.Pawn != None && StationaryPawn(C.Pawn) == None ) U2NPCController(C).SetTestMoveTarget( NewMoveTarget, Speed, TMT ); } } //----------------------------------------------------------------------------- exec function Here( optional float Speed ) { if( !OKToCheat() ) return; SetTestMoveTargets( '', Self, Speed, TMT_None ); } //----------------------------------------------------------------------------- exec function Here1( optional float Speed ) { if( !OKToCheat() ) return; SetTestMoveTargets( '', Self, Speed, TMT_Basic ); } //----------------------------------------------------------------------------- exec function Here2( optional float Speed ) { if( !OKToCheat() ) return; SetTestMoveTargets( '', Self, Speed, TMT_Serpentine ); } //----------------------------------------------------------------------------- function HandleThere( name TargetName, float Speed, ETacticalMoveType TMT ) { local Actor TargetActor; TargetActor = GetNamedOrHitActor( TargetName ); if( TargetActor != None ) SetTestMoveTargets( '', TargetActor, Speed, TMT ); else DM( "There -- target not found: " $ TargetName ); } //----------------------------------------------------------------------------- exec function There( name TargetName, optional float Speed ) { if( !OKToCheat() ) return; HandleThere( TargetName, Speed, TMT_None ); } //----------------------------------------------------------------------------- exec function There1( name TargetName, optional float Speed ) { if( !OKToCheat() ) return; HandleThere( TargetName, Speed, TMT_Basic ); } //----------------------------------------------------------------------------- exec function There2( name TargetName, optional float Speed ) { if( !OKToCheat() ) return; HandleThere( TargetName, Speed, TMT_Serpentine ); } //----------------------------------------------------------------------------- exec function Anywhere( optional name TargetName ) { if( !OKToCheat() ) return; SetTestMoveTargets( TargetName, None, 0.0, TMT_None ); } //----------------------------------------------------------------------------- exec function ClearOrders( optional name TargetName ) { local Pawn P; local Controller C; if( !OKToCheat() ) return; P = Pawn(GetNamedOrHitActor( TargetName )); if( P != None ) { if( U2NPCController(P.Controller) != None ) { DM( "ClearOrders -- clearing orders for " $ P ); U2NPCController(P.Controller).SetOrders(); } else { DM( "ClearOrders -- target Pawn doesn't have a U2NPCController?" ); } } else { DM( "ClearOrders -- clearing orders for all NPCs" ); for( C=Level.ControllerList; C!=None; C=C.NextController ) if( U2NPCController(C) != None && C.Pawn != None && StationaryPawn(C.Pawn) == None ) U2NPCController(C).SetOrders(); } } //----------------------------------------------------------------------------- exec function SetOrders( name Orders, optional name TargetName, optional float OrdersThreshold ) { local Pawn P; local Controller C; if( !OKToCheat() ) return; P = Pawn(GetNamedOrHitActor( TargetName )); if( P != None ) { if( U2NPCController(P.Controller) != None ) { DM( "SetOrders -- setting orders for " $ P $ " to " $ Orders ); U2NPCController(P.Controller).SetOrders( Orders, None, OrdersThreshold, Self, false ); } else { DM( "SetOrders -- target Pawn doesn't have a U2NPCController?" ); } } else { DM( "SetOrders -- setting orders for all NPCs to " $ Orders ); for( C=Level.ControllerList; C!=None; C=C.NextController ) if( U2NPCController(C) != None && C.Pawn != None && StationaryPawn(C.Pawn) == None ) U2NPCController(C).SetOrders( Orders, None, OrdersThreshold, Self, false ); } } //----------------------------------------------------------------------------- // Affects named Actor (or nearest matching class), or locked Actor or Actor // under crosshair. If no applicable U2NPCController, will refresh scripts for // *all* U2NPCControllers in the level which are under script control. exec function ReloadScripts( optional name TargetName ) { local Controller C; if( !OKToCheat() ) return; C = U2NPCController(GetNamedLockedOrHitActor( TargetName )); if( C != None ) { DM( "Reloading script for: " $ C ); U2NPCController(C).ReloadScriptController(); } else { DM( "Reloading all scripts" ); for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( U2NPCController(C) != None ) { U2NPCController(C).ReloadScriptController(); } } } } //----------------------------------------------------------------------------- // Can't have 2 strings or 1 string, 1 optional string with an exec? exec function SetScript( name CommandFileName, optional name TargetName, optional name StartLabelName ) { local U2Pawn P; local string CommandFile; local string StartLabel; if( !OKToCheat() ) return; P = U2Pawn(GetNamedLockedOrHitActor( TargetName )); if( P == None ) { DM( "SetScript -- couldn't find target Pawn " $ TargetName ); } else if( U2NPCController(P.Controller) == None ) { DM( "SetScript -- target doesn't have a U2NPCController" ); } else { CommandFile = string(CommandFileName); if( StartLabelName != '' ) StartLabel = string(StartLabelName); DM( "SetScript -- setting script for: " $ P ); U2NPCController(P.Controller).SetScript( CommandFile, StartLabel ); } } //----------------------------------------------------------------------------- // Gives all NPCs in the level the given script, or, if no script name given, // detaches script controller for all NPCs. exec function SetScripts( optional string CommandFileString ) { local U2NPCController NPC; local Controller C; if( !OKToCheat() ) return; if( CommandFileString != "" ) { DM( "SetScripts -- setting script for all NCPs to: " $ CommandFileString ); for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( U2NPCController(C) != None ) U2NPCController(C).SetScript( CommandFileString ); } } else { DM( "SetScripts -- clearing scripts for all NCPs" ); } } //----------------------------------------------------------------------------- exec function PO() { if( !OKToCheat() ) return; Level.bPlayersOnly = !Level.bPlayersOnly; if( Level.bPlayersOnly ) { DMT( "PlayersOnly enabled!" ); } else { DMT( "PlayersOnly disabled!" ); } } //----------------------------------------------------------------------------- exec function ToggleFreezeView() { if( !OKToCheat() ) return; /* !!mdf: U2Pawn(Pawn).bFreezeView = !U2Pawn(Pawn).bFreezeView; */ } //----------------------------------------------------------------------------- exec function ToggleHUD() { if( !OKToCheat() ) return; U2GameInfo(Level.Game).bDisplayHUD = !U2GameInfo(Level.Game).bDisplayHUD; } //----------------------------------------------------------------------------- exec function ToggleInfiniteAmmo() { if( !OKToCheat() ) return; Level.Game.SetInfiniteAmmo( !Level.Game.GetInfiniteAmmo() ); DM( "ToggleInfiniteAmmo: " $ Level.Game.GetInfiniteAmmo() ); } //----------------------------------------------------------------------------- exec function ToggleReloads() { if( !OKToCheat() ) return; Level.Game.SetReloadsEnabled( !Level.Game.GetReloadsEnabled() ); DM( "ToggleReloads: " $ Level.Game.GetReloadsEnabled() ); } //----------------------------------------------------------------------------- function TogglePawnInvulnerability( Pawn P ) { /* !!mdf-tbd: if( P.ReducedDamageType == 'All' ) { P.ReducedDamageType = ''; DM( P.Name $ " is vulnerable" ); } else { P.ReducedDamageType = 'All'; DM( P.Name $ " is invulnerable" ); } */ } //----------------------------------------------------------------------------- exec function FearMe() { local Controller C; if( !OKToCheat() ) return; for( C=Level.ControllerList; C!=None; C=C.NextController ) if( AIController(C) != None && C.Pawn != None && StationaryPawn(C.Pawn) == None ) AIController(C).FearThisSpot( Pawn ); } //----------------------------------------------------------------------------- exec function ShowCover( float Distance, optional name EnemyName ) { local Actor A; if( !OKToCheat() ) return; // testing: DMT( "ShowCover Distance = " $ Distance ); foreach VisibleCollidingActors( class'Actor', A, Distance, Pawn.Location, false ) { if( Mover(A) == None && A.bBlockZeroExtentTraces ) { DMT( " including " $ A.Name $ "(" $ VSize(A.Location - Pawn.Location) ); if( A == Pawn ) AddActor( A, ColorCyan() ); else if( StaticMeshActor(A) != None || !A.bNoStaticMeshCollide ) AddActor( A, ColorBlue() ); else AddActor( A, ColorGreen() ); } } } //----------------------------------------------------------------------------- function DoFindPath( name SourcePawnName, name TargetActorName, optional bool bClearSpecialColliders ) { local Actor Path; local Pawn SourcePawn; local Actor TargetActor; local int ii, LastRouteCacheEntry; SourcePawn = Pawn(GetNamedActor( SourcePawnName )); if( SourcePawn == None ) { DM( "Can't find source pawn " $ SourcePawnName ); return; } if( SourcePawn.Controller == None ) { DM( "source pawn doesn't have a controller " $ SourcePawnName ); return; } TargetActor = GetNamedActor( TargetActorName ); if( TargetActor == None ) { DM( "Can't find target actor " $ TargetActorName ); return; } AddActor( SourcePawn, ColorCyan() ); AddActorAt( SourcePawn, TargetActor.Location, ColorCyan() ); if( SourcePawn.Controller.ActorReachable( TargetActor ) ) DM( TargetActor $ " is directly reachable" ); else DM( TargetActor $ " is NOT directly reachable" ); SourcePawn.Controller.FindPathToActor( TargetActor, Path, , , bClearSpecialColliders ); if( Path == None ) { DM( "Can't build a path from " $ SourcePawn $ " to " $ TargetActor ); return; } DM( "FindPath Path: " $ Path ); if( SourcePawn.Location != SourcePawn.Controller.RouteCache[ ii ].Location ) AddArrow( SourcePawn.Location, SourcePawn.Controller.RouteCache[ ii ].Location, ColorRed() ); for( ii=0; ii<ArrayCount(SourcePawn.Controller.RouteCache); ii++ ) { if( SourcePawn.Controller.RouteCache[ ii ] == None ) break; DM( "RouteCache " $ ii $ ": " $ SourcePawn.Controller.RouteCache[ ii ] ); LastRouteCacheEntry++; } for( ii=0; ii<LastRouteCacheEntry-1; ii++ ) { AddActorAt( SourcePawn, SourcePawn.Controller.RouteCache[ ii ].Location, ColorBlue() ); AddArrow( SourcePawn.Controller.RouteCache[ ii ].Location, SourcePawn.Controller.RouteCache[ ii+1 ].Location, ColorBlue() ); } AddActorAt( SourcePawn, SourcePawn.Controller.RouteCache[ LastRouteCacheEntry-1 ].Location, ColorBlue() ); if( SourcePawn.Controller.RouteCache[ LastRouteCacheEntry-1 ] != TargetActor ) AddArrow( SourcePawn.Controller.RouteCache[ LastRouteCacheEntry-1 ].Location, TargetActor.Location, ColorRed() ); } //----------------------------------------------------------------------------- exec function FindPath( name TargetActorName, optional bool bClearSpecialColliders ) { if( OKToCheat() ) DoFindPath( Pawn.Name, TargetActorName, bClearSpecialColliders ); } //----------------------------------------------------------------------------- exec function FindPathFrom( name SourcePawnName, name TargetActorName, name TargetName, optional bool bClearSpecialColliders ) { if( OKToCheat() ) DoFindPath( SourcePawnName, TargetActorName, bClearSpecialColliders ); } //----------------------------------------------------------------------------- // Toggle invulnerability for the named pawn (or nearest pawn that matches by // class). If no name given, toggles all pawns in the level. exec function GodEx( optional name TargetName ) { local Controller C; local Pawn P; if( !OKToCheat() ) return; if( TargetName == '' ) { // toggle invincibility for all Pawns DM( "GodEx -- toggling all pawns:" ); for( C=Level.ControllerList; C!=None; C=C.NextController ) { TogglePawnInvulnerability( C.Pawn ); } } else { P = Pawn(GetNamedActor( TargetName )); if( P != None && P.Controller != None ) { TogglePawnInvulnerability( P ); } else { DM( "GodEx -- no Actor matches " $ TargetName ); } } } //----------------------------------------------------------------------------- exec function Phoenix() { local PowerSuit CurrentPS; if( !OKToCheat() ) return; CurrentPS = PowerSuit(class'UtilGame'.static.GetInventoryItem( Pawn, class'PowerSuit' )); if( PowerSuitPhoenix(CurrentPS) != None ) { class'UtilGame'.static.RemoveInventoryString( Pawn, "U2.PowerSuitPhoenix" ); U2Pawn(Pawn).DefaultInventory[0] = U2Pawn(Pawn).default.DefaultInventory[0]; DMT( "Phoenix disabled" ); } else { if( CurrentPS != None ) CurrentPS.Destroy(); class'UtilGame'.static.GiveInventoryClass( Pawn, class'PowerSuitPhoenix' ); U2Pawn(Pawn).DefaultInventory[0] = "U2.PowerSuitPhoenix"; DMT( "Phoenix enabled" ); } } //----------------------------------------------------------------------------- // If no class string specified, cycles through all available classes which are // ok for players (mainly restricted by animations which class mesh has). exec function SetPlayerModel( optional string ClassNameStr ) { /* !!mdf-uw local int ii; if( !OKToCheat() ) return; if( ClassNameStr != "" ) { U2Pawn(Pawn).StaticSetPlayerModel( U2Pawn(Pawn), ClassNameStr ); } else { ii = PlayerClassStringIndex; do { if( ii >= ArrayCount(PlayerClassStrings) ) ii = 0; else ii++; } until( PlayerClassStrings[ii] != "" || ii == PlayerClassStringIndex ); PlayerClassStringIndex = ii; if( PlayerClassStrings[ii] != "" ) U2Pawn(Pawn).StaticSetPlayerModel( U2Pawn(Pawn), PlayerClassStrings[ii] ); else DM( "SetPlayerModel -- error looking for next class in PlayerClassStrings" ); } */ } exec function SetEnemy( optional name TargetName ) { local Actor TargetActor; local Controller C; if( !OKToCheat() ) return; if( TargetName == 'all' ) { for( C=Level.ControllerList; C!=None; C=C.NextController ) { #debug C.SetControllerEnemy( Pawn, GetContext() ); #release C.SetControllerEnemy( Pawn ); } } else { TargetActor = GetNamedOrHitActor( TargetName ); if( Pawn(TargetActor) != None ) TargetActor = Pawn(TargetActor).Controller; if( Controller(TargetActor) != None ) { #debug Controller(TargetActor).SetControllerEnemy( Pawn, GetContext() ); #release Controller(TargetActor).SetControllerEnemy( Pawn ); } } } //----------------------------------------------------------------------------- exec function SetMyEnemy( optional name TargetName ) { local Actor TargetActor; if( !OKToCheat() ) return; TargetActor = GetNamedOrHitActor( TargetName ); if( Controller(TargetActor) != None ) TargetActor = Controller(TargetActor).Pawn; if( Pawn(TargetActor) != None ) { #debug SetControllerEnemy( Pawn(TargetActor), GetContext() ); #release SetControllerEnemy( Pawn(TargetActor) ); DM( "SetMyEnemy -- player's Enemy set to " $ TargetActor ); } else { DM( "SetMyEnemy -- no valid target found!" ); } } //----------------------------------------------------------------------------- exec function Difficulty( byte Difficulty ) { if( !OKToCheat() ) return; Level.Game.SetDifficulty( Difficulty ); DMT( "Game Difficulty: " $ Level.Game.GetDifficulty() $ "/" $ Level.Game.GetMaxDifficulty() ); } //----------------------------------------------------------------------------- // Can be used to set skill for any controllers, including player(s) for use // with tweaking weapon ratings (using tracelock/setcontrollerenemy). exec function SetSkill( float NewSkill, optional name TargetPawnName ) { local Pawn TargetPawn; local Controller C; if( !OKToCheat() ) return; NewSkill = FClamp( NewSkill, 0.0, 1.0 ); if( TargetPawnName != '' ) { TargetPawn = Pawn(GetNamedActor( TargetPawnName )); if( TargetPawn != None && AIController(TargetPawn.Controller) != None ) { AIController(TargetPawn.Controller).SetSkill( NewSkill ); DM( "SetSkill -- set skill for " $ TargetPawnName $ " to " $ NewSkill ); } else { DM( "SetSkill -- couldn't find " $ TargetPawnName $ " or Controller is None" ); } } else { for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( AIController(C) != None ) AIController(C).SetSkill( NewSkill ); } DM( "SetSkill -- set skill for all Controllers to " $ NewSkill ); } } //----------------------------------------------------------------------------- exec function DumpEvents() { local Actor A; local int ii; if( !OKToCheat() ) return; DM( "DumpEvents" ); DM( "" ); foreach AllActors( class'Actor', A ) { if( A.Event != '' ) DM( class'Util'.static.PadString( A.Name, 32 ) $ " Event: " $ A.Event); if( Dispatcher(A) != None ) { for( ii=0; ii<ArrayCount(Dispatcher(A).OutEvents); ii++ ) if( Dispatcher(A).OutEvents[ ii ] != '' ) DM( class'Util'.static.PadString( A.Name, 32 ) $ " OutEvent: " $ Dispatcher(A).OutEvents[ ii ] ); } if( RoundRobin(A) != None ) { for( ii=0; ii<ArrayCount(RoundRobin(A).OutEvents); ii++ ) if( RoundRobin(A).OutEvents[ ii ] != '' ) DM( class'Util'.static.PadString( A.Name, 32 ) $ " OutEvent: " $ RoundRobin(A).OutEvents[ ii ] ); } } } //----------------------------------------------------------------------------- exec function DumpTags() { local Actor A; if( !OKToCheat() ) return; DM( "DumpTags" ); DM( "" ); foreach AllActors( class'Actor', A ) { if( A.Tag != '' ) DM( class'Util'.static.PadString( A.Name, 32 ) $ " " $ A.Tag ); } } //----------------------------------------------------------------------------- // Find all Controllers in level and trigger them with the given event. // Subclasses of Pawn may or may not respond to the given Event, e.g if this is // an order. If TriggeringActorName is set and corresponds to an Actor in the // level, this Actor will be used as the triggering Actor, otherwise Self is // used. e.g. NPCs handling the given event can use the triggering Actor in some // way. exec function TriggerPawns( name TriggerEvent, optional name TriggeringActorName ) { local Controller C; local Actor TriggeringActor; if( !OKToCheat() ) return; TriggeringActor = GetNamedActor( TriggeringActorName ); if( TriggeringActor == None ) TriggeringActor = Self; for( C=Level.ControllerList; C!=None; C=C.NextController ) class'TriggerHelper'.static.DispatchTrigger( Self, C, TriggeringActor, Pawn, TriggerEvent ); DMT( "TriggerPawns: " $ TriggerEvent $ " (" $ TriggeringActorName $ ")" ); } //----------------------------------------------------------------------------- exec function TriggerTarget( name TriggerEvent, optional name TargetActorName ) { local Actor TargetActor; if( !OKToCheat() ) return; TargetActor = GetNamedOrHitActor( TargetActorName ); if( TargetActor == None ) { DM( "TriggerTarget -- can't find target: " $ TargetActorName ); } else { TargetActor.Trigger( Self, Pawn, TriggerEvent ); } } //----------------------------------------------------------------------------- exec function EnableFreeOrders( bool bEnable ) { if( !OKToCheat() ) return; if( bEnable ) TriggerPawns( 'EnableFreeOrders' ); else TriggerPawns( 'DisableFreeOrders' ); } //----------------------------------------------------------------------------- // STATE CODE //----------------------------------------------------------------------------- state @ TeleportFixedState extends @ PlayerWalkingState { //-------------------------------------------------------------------------- function ProcessMove( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ) { } //------------------------------------------------------------------------- function DoTeleport() { Global.DoTeleport(); Pawn.SetPhysics( PHYS_None ); } //------------------------------------------------------------------------- function DoUnTeleport() { Pawn.SetStance( ST_Standing ); if( SavedPhysics == PHYS_Flying ) { GotoState( PlayerFlyingState ); } else if( Pawn.PhysicsVolume.bWaterVolume ) { Pawn.SetPhysics( PHYS_Swimming ); GotoState( Pawn.WaterMovementState ); } else { GotoState( PlayerWalkingState ); } SavedPhysics = PHYS_None; } //------------------------------------------------------------------------- exec function UnTeleport() { DoUnTeleport(); } //------------------------------------------------------------------------- event BeginState() { // save off old physics in case player using fly cheat if( SavedPhysics == PHYS_None ) SavedPhysics = Pawn.Physics; Pawn.SetPhysics( PHYS_None ); } } // TeleportFixed //----------------------------------------------------------------------------- exec function TestLOS( name TargetName ) { local Actor TargetActor; local bool bResult; if( !OKToCheat() ) return; TargetActor = GetNamedActor( TargetName ); if( TargetActor != None ) { DM( " " ); DM( "!BEG checking LOS from player to " $ TargetActor ); bResult = LineOfSightTo( TargetActor ); DM( "!END checking LOS from player to " $ TargetActor ); if( bResult ) DM( "TestLOS - can see " $ TargetActor ); else DM( "TestLOS - can not see " $ TargetActor ); } else { DM( "TestLOS - couldn't find " $ TargetName ); } } //----------------------------------------------------------------------------- exec function TestHit( name TargetName ) { local Actor TargetActor; local bool bResult; local CheckResult Hit; if( !OKToCheat() ) return; TargetActor = GetNamedActor( TargetName ); if( TargetActor != None ) { DM( " " ); DM( "!BEG checking whether player can hit (shoot) " $ TargetActor ); bResult = LineOfSightTo( TargetActor, true, TRACE_ProjTargets | TRACE_World | TRACE_StopAtFirstHit ); //bResult = LineOfSightTo( TargetActor, true, TRACE_OnlyProjActor | TRACE_World | TRACE_StopAtFirstHit ); DM( "!END checking whether player can hit (shoot) " $ TargetActor ); if( bResult ) DM( "TestHit - can hit " $ TargetActor ); else DM( "TestHit - can not hit " $ TargetActor ); } else { DM( "TestHit - couldn't find " $ TargetName ); } } //----------------------------------------------------------------------------- exec function NextLevel() { local LevelChange L; if( !OKToCheat() ) return; foreach DynamicActors( class'LevelChange', L ) L.Trigger( None, None ); } //----------------------------------------------------------------------------- exec function Open( string MapName ) { if( !OKToCheat() ) return; ConsoleCommand( "OPENMAP " $ MapName ); } //----------------------------------------------------------------------------- // Ideally this wouldn't be an exec so it can't be used from the console, but // it probably doesn't matter either way exec function UIOpenMap( string MapName ) { ConsoleCommand( "OPENMAP " $ MapName ); } //----------------------------------------------------------------------------- defaultproperties { SummonPackageStrings(0)="Engine" SummonPackageStrings(1)="U2" SummonPackageStrings(2)="U2Pawns" SummonPackageStrings(3)="U2Weapons" SummonPackageStrings(4)="U2Decorations" SummonPackageStrings(5)="U2XMP" SummonPackageStrings(7)="Legend" SummonPackageStrings(8)="ParticleSystems" SummonPackageStrings(13)="U2Test" GoodiesList(0)="U2Weapons.weaponInvAssaultRifle" GoodiesList(1)="U2Weapons.weaponInvRocketLauncher" GoodiesList(2)="U2Weapons.weaponInvPistol" GoodiesList(3)="U2Weapons.weaponInvFlamethrower" GoodiesList(4)="U2Weapons.weaponInvGrenadeLauncher" GoodiesList(5)="U2Weapons.weaponInvLeechGun" GoodiesList(6)="U2Weapons.weaponInvEnergyRifle" GoodiesList(7)="U2Weapons.weaponInvShotgun" GoodiesList(8)="U2Weapons.weaponInvSingularityCannon" GoodiesList(9)="U2Weapons.weaponInvSniperRifle" GoodiesList(10)="U2Weapons.weaponInvLaserRifle" GoodiesList(11)="U2Weapons.weaponInvTakkra" GoodiesList(12)="U2Weapons.ammoInvGrenadeConcussion" GoodiesList(13)="U2Weapons.ammoInvGrenadeEMP" GoodiesList(14)="U2Weapons.ammoInvGrenadeFragment" GoodiesList(15)="U2Weapons.ammoInvGrenadeIncendiary" GoodiesList(16)="U2Weapons.ammoInvGrenadeSmoke" GoodiesList(17)="U2Weapons.ammoInvGrenadeToxic" GoodiesList(20)="U2XMP.FieldGeneratorDeployable" GoodiesList(21)="U2XMP.RocketTurretDeployable" GoodiesList(22)="U2XMP.AutoTurretDeployable" GoodiesList(23)="U2XMP.ProximitySensorDeployable" CreatureList(0)=(CatStr="Main-Walk",StatusStr="N/A") CreatureList(1)=(CatStr="Main-Walk",NameStr="U2Pawns.U2AraknidLight") CreatureList(2)=(CatStr="Main-Walk",NameStr="U2Pawns.U2AraknidMedium") CreatureList(3)=(CatStr="Main-Walk",NameStr="U2Pawns.U2AraknidHeavy") CreatureList(4)=(CatStr="Main-Walk",NameStr="U2Pawns.U2Izarian") CreatureList(6)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MarineLight") CreatureList(7)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MarineMedium") CreatureList(8)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MarineHeavy") CreatureList(9)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercFemLight") CreatureList(10)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercFemMedium") CreatureList(11)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercFemHeavy") CreatureList(12)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercJapLight") CreatureList(13)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercJapMedium") CreatureList(14)=(CatStr="Main-Walk",NameStr="U2Pawns.U2MercJapHeavy") CreatureList(15)=(CatStr="Main-Walk",NameStr="U2Pawns.U2SkaarjLight") CreatureList(16)=(CatStr="Main-Walk",NameStr="U2Pawns.U2SkaarjMedium") CreatureList(17)=(CatStr="Main-Walk",NameStr="U2Pawns.U2SkaarjHeavy") CreatureList(25)=(CatStr="Main-Walk",NameStr="U2Pawns.U2Tosc") CreatureList(26)=(CatStr="Main-Hover",NameStr="U2Pawns.U2DrakkDroid") CreatureList(27)=(CatStr="Main-Hover",NameStr="U2Pawns.U2DrakkLight") CreatureList(28)=(CatStr="Main-Hover",NameStr="U2Pawns.U2DrakkMedium") CreatureList(29)=(CatStr="Main-Hover",NameStr="U2Pawns.U2DrakkBoss") CreatureList(36)=(CatStr="Misc-Walk",NameStr="U2Pawns.Aida") CreatureList(37)=(CatStr="Misc-Walk",NameStr="U2Pawns.Isaak") CreatureList(38)=(CatStr="Misc-Walk",NameStr="U2Pawns.Neban") CreatureList(39)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2KaiClothed") CreatureList(40)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2CivilianScientist") CreatureList(41)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2ColonistHumanFemaleA") CreatureList(42)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2ColonistHumanMaleA") CreatureList(43)=(CatStr="Misc-Walk",NameStr="U2Pawns.U2SpecialCivilian") CreatureList(44)=(CatStr="Misc-Walk",NameStr="U2Pawns.RaffTrainingBot") CreatureList(51)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Cockroach") CreatureList(52)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Cyprid") CreatureList(53)=(CatStr="Other-Walk",NameStr="U2Pawns.U2MegaParata") CreatureList(54)=(CatStr="Other-Walk",NameStr="U2Pawns.U2MegaSnipe") CreatureList(55)=(CatStr="Other-Walk",NameStr="U2Pawns.U2MiniMukhogg") CreatureList(56)=(CatStr="Other-Walk",NameStr="U2Pawns.U2MiniRammer") CreatureList(57)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Mukhogg") CreatureList(58)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Parata") CreatureList(59)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Rammer") CreatureList(60)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Seagoat") CreatureList(61)=(CatStr="Other-Walk",NameStr="U2Pawns.U2Snipe") CreatureList(71)=(CatStr="Other-Fly",NameStr="U2Pawns.U2FlyingSnake") CreatureList(72)=(CatStr="Other-Fly",NameStr="U2Pawns.U2Hummer") CreatureList(73)=(CatStr="Other-Fly",NameStr="U2Pawns.U2Spore") CreatureList(80)=(CatStr="Other-Fly",NameStr="U2Pawns.U2Diver") CreatureList(81)=(CatStr="Other-Swim",NameStr="U2Pawns.U2Bellowfish") CreatureList(82)=(CatStr="Other-Swim",NameStr="U2Pawns.U2KillerSprout") CreatureList(83)=(CatStr="Other-Swim",NameStr="U2Pawns.U2KillerTadpole") CreatureList(84)=(CatStr="Other-Swim",NameStr="U2Pawns.U2PinwheelFish") CreatureList(85)=(CatStr="Other-Swim",NameStr="U2Pawns.U2Schoolfish") CreatureList(86)=(CatStr="Other-Swim",NameStr="U2Pawns.U2Uglyfish") CreatureList(87)=(CatStr="Other-Swim",NameStr="U2Pawns.U2WaterDipper") ShowViewTraceLen=65535 DebugInfoManagerClass=Class'U2.HitActorDebugInfoManager' ScoreboardInfoManagerClass=Class'U2.ScoreboardInfoManager' bServosEnabled=true CurrentRMode=5 CreatureIndex=1 NPCShowTime=1.000000 NPCShowColor=(B=255,G=255,A=255) DeathMusic(0)="DEATH_1.ogg" DeathMusic(1)="DEATH_2.ogg" DeathMusic(2)="DEATH_3.ogg" DeathMusic(3)="DEATH_4.ogg" ExecManagerClasses(0)=Class'U2.CheatManager' ExecManagerClasses(1)=Class'U2.AdminManager' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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