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//============================================================================= // CheatManager // Object within playercontroller that manages "cheat" commands // only spawned in single player mode //============================================================================= class CheatManager extends Object within PlayerController native; var rotator LockedRotation; var bool bCheatsEnabled; /* Used for correlating game situation with log file */ exec function ReviewJumpSpots(name TestLabel) { if ( TestLabel == 'Transloc' ) TestLabel = 'Begin'; else if ( TestLabel == 'Jump' ) TestLabel = 'Finished'; else if ( TestLabel == 'Combo' ) TestLabel = 'FinishedJumping'; else if ( TestLabel == 'LowGrav' ) TestLabel = 'FinishedComboJumping'; log("TestLabel is "$TestLabel); Level.Game.ReviewJumpSpots(TestLabel); } exec function ListDynamicActors() { local Actor A; local int i; ForEach DynamicActors(class'Actor',A) { i++; log(i@A); } log("Num dynamic actors: "$i); } exec function FreezeFrame(float delay) { Level.Game.SetPause(true,outer); Level.PauseDelay = Level.TimeSeconds + delay; } exec function WriteToLog( string Param ) { log("NOW!" $ Eval(Param != "", " '" $ Param $ "'", "")); } exec function SetFlash(float F) { FlashScale.X = F; } exec function SetFogR(float F) { FlashFog.X = F; } exec function SetFogG(float F) { FlashFog.Y = F; } exec function SetFogB(float F) { FlashFog.Z = F; } exec function KillViewedActor() { if ( ViewTarget != None ) { if ( (Pawn(ViewTarget) != None) && (Pawn(ViewTarget).Controller != None) ) Pawn(ViewTarget).Controller.Destroy(); ViewTarget.Destroy(); SetViewTarget(None); ReportCheat("KillViewedActor"); } } /* LogScriptedSequences() Toggles logging of scripted sequences on and off */ exec function LogScriptedSequences() { local AIScript S; ForEach AllActors(class'AIScript',S) S.bLoggingEnabled = !S.bLoggingEnabled; } /* Teleport() Teleport to surface player is looking at */ exec function Teleport() { local actor HitActor; local vector HitNormal, HitLocation; if (!areCheatsEnabled()) return; HitActor = Trace(HitLocation, HitNormal, ViewTarget.Location + 10000 * vector(Rotation),ViewTarget.Location, true); if ( HitActor == None ) HitLocation = ViewTarget.Location + 10000 * vector(Rotation); else HitLocation = HitLocation + ViewTarget.CollisionRadius * HitNormal; ViewTarget.SetLocation(HitLocation); ReportCheat("Teleport"); } /* Scale the player's size to be F * default size */ exec function ChangeSize( float F ) { if ( Pawn.SetCollisionSize(Pawn.Default.CollisionRadius * F,Pawn.Default.CollisionHeight * F) ) { Pawn.SetDrawScale(F); Pawn.SetLocation(Pawn.Location); } } exec function LockCamera() { local vector LockedLocation; local rotator LockedRot; local actor LockedActor; if ( !bCameraPositionLocked ) { PlayerCalcView(LockedActor,LockedLocation,LockedRot); Outer.SetLocation(LockedLocation); LockedRotation = LockedRot; SetViewTarget(outer); } else SetViewTarget(Pawn); bCameraPositionLocked = !bCameraPositionLocked; bBehindView = bCameraPositionLocked; bFreeCamera = false; } exec function SetCameraDist( float F ) { CameraDist = FMax(F,2); } /* Stop interpolation */ exec function EndPath() { } /* Camera and pawn aren't rotated together in behindview when bFreeCamera is true */ exec function FreeCamera( bool B ) { bFreeCamera = B; bBehindView = B; } exec function CauseEvent( name EventName ) { TriggerEvent( EventName, Pawn, Pawn); } exec function Amphibious() { if (!areCheatsEnabled()) return; Pawn.UnderwaterTime = +999999.0; ReportCheat("Amphibious"); } exec function Fly() { if (!areCheatsEnabled()) return; if ( (Pawn != None) && Pawn.CheatFly() ) { ClientMessage("You feel much lighter"); bCheatFlying = true; Outer.GotoState('PlayerFlying'); ReportCheat("Fly"); } } exec function Walk() { bCheatFlying = false; if ( (Pawn != None) && Pawn.CheatWalk() ) ClientReStart(Pawn); } exec function Ghost() { if (!areCheatsEnabled()) return; if ( (Pawn != None) && Pawn.CheatGhost() ) { ClientMessage("You feel ethereal"); bCheatFlying = true; Outer.GotoState('PlayerFlying'); ReportCheat("Ghost"); } } exec function AllAmmo() { local Inventory Inv; if (!areCheatsEnabled()) return; for( Inv=Pawn.Inventory; Inv!=None; Inv=Inv.Inventory ) if ( Weapon(Inv)!=None ) Weapon(Inv).SuperMaxOutAmmo(); AwardAdrenaline( 999 ); ReportCheat("AllAmmo"); } exec function Invisible(bool B) { if (!areCheatsEnabled()) return; Pawn.bHidden = B; if (B) Pawn.Visibility = 0; else Pawn.Visibility = Pawn.Default.Visibility; ReportCheat("Invisible"); } exec function Phil() { if (!areCheatsEnabled()) return; if( !bGodMode ) { bGodMode = true; ClientMessage("phil == god"); ReportCheat("God"); } else { bGodMode = false; ClientMessage("you're not phil!"); } } exec function God() { if (!areCheatsEnabled()) return; if ( bGodMode ) { bGodMode = false; ClientMessage("God mode off"); return; } bGodMode = true; ClientMessage("God Mode on"); ReportCheat("God"); } exec function SloMo( float T ) { if (!areCheatsEnabled()) return; Level.Game.SetGameSpeed(T); Level.Game.SaveConfig(); Level.Game.GameReplicationInfo.SaveConfig(); ReportCheat("SloMo"); } exec function SetJumpZ( float F ) { if (!areCheatsEnabled()) return; Pawn.JumpZ = F; ReportCheat("SetJumpZ"); } exec function SetGravity( float F ) { if (!areCheatsEnabled()) return; PhysicsVolume.Gravity.Z = F; ReportCheat("SetGravity"); } exec function SetSpeed( float F ) { if (!areCheatsEnabled()) return; Pawn.GroundSpeed = Pawn.Default.GroundSpeed * f; Pawn.WaterSpeed = Pawn.Default.WaterSpeed * f; ReportCheat("SetSpeed"); } exec function KillPawns() { if (!areCheatsEnabled()) return; KillAllPawns(class'Pawn'); ReportCheat("KillPawns"); } /* Avatar() Possess a pawn of the requested class */ exec function Avatar( string ClassName ) { local class<actor> NewClass; local Pawn P; NewClass = class<actor>( DynamicLoadObject( ClassName, class'Class' ) ); if( NewClass!=None ) { Foreach DynamicActors(class'Pawn',P) { if ( (P.Class == NewClass) && (P != Pawn) ) { if ( Pawn.Controller != None ) Pawn.Controller.PawnDied(Pawn); Possess(P); break; } } } } exec function Summon( string ClassName ) { local class<actor> NewClass; local vector SpawnLoc; if (!areCheatsEnabled()) return; log( "Fabricate " $ ClassName ); NewClass = class<actor>( DynamicLoadObject( ClassName, class'Class' ) ); if( NewClass!=None ) { if ( Pawn != None ) SpawnLoc = Pawn.Location; else SpawnLoc = Location; Spawn( NewClass,,,SpawnLoc + 72 * Vector(Rotation) + vect(0,0,1) * 15 ); } ReportCheat("Summon"); } exec function PlayersOnly() { if (!areCheatsEnabled()) return; Level.bPlayersOnly = !Level.bPlayersOnly; ReportCheat("PlayersOnly"); } exec function FreezeAll() { if (!areCheatsEnabled()) return; Level.bPlayersOnly = !Level.bPlayersOnly; Level.bFreezeKarma = Level.bPlayersOnly; ReportCheat("FreezeAll"); } exec function ClearAllDebugLines() { local actor A; foreach AllActors(class'Actor', A) A.ClearStayingDebugLines(); } exec function CheatView( class<actor> aClass, optional bool bQuiet ) { ViewClass(aClass,bQuiet, true); } // *********************************************************** // Navigation Aids (for testing) // remember spot for path testing (display path using ShowDebug) exec function RememberSpot() { if ( Pawn != None ) Destination = Pawn.Location; else Destination = Location; } // *********************************************************** // Changing viewtarget exec function ViewSelf(optional bool bQuiet) { bBehindView = false; bViewBot = false; if ( Pawn != None ) SetViewTarget(Pawn); else SetViewtarget(outer); if (!bQuiet ) ClientMessage(OwnCamera, 'Event'); FixFOV(); } exec function ViewPlayer( string S ) { local Controller P; for ( P=Level.ControllerList; P!=None; P= P.NextController ) if ( P.bIsPlayer && (P.PlayerReplicationInfo.PlayerName ~= S) ) break; if ( P.Pawn != None ) { ClientMessage(ViewingFrom@P.PlayerReplicationInfo.PlayerName, 'Event'); SetViewTarget(P.Pawn); } bBehindView = ( ViewTarget != Pawn ); if ( bBehindView ) ViewTarget.BecomeViewTarget(); } exec function ViewActor( name ActorName) { local Actor A; ForEach AllActors(class'Actor', A) if ( A.Name == ActorName ) { SetViewTarget(A); bBehindView = true; return; } } exec function ViewFlag() { local Controller C; For ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( C.IsA('AIController') && (C.PlayerReplicationInfo != None) && (C.PlayerReplicationInfo.HasFlag != None) ) { SetViewTarget(C.Pawn); return; } } exec function ViewBot() { local actor first; local bool bFound; local Controller C; bViewBot = true; For ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( C.IsA('Bot') && (C.Pawn != None) ) { if ( bFound || (first == None) ) { first = C; if ( bFound ) break; } if ( C == RealViewTarget ) bFound = true; } if ( first != None ) { SetViewTarget(first); bBehindView = true; ViewTarget.BecomeViewTarget(); FixFOV(); } else ViewSelf(true); } exec function ViewTurret() { local actor first; local bool bFound; local Controller C; bViewBot = true; For ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( C.IsA('AIController') && (C.Pawn != None) && !C.IsA('Bot') ) { if ( bFound || (first == None) ) { first = C.Pawn; if ( bFound ) break; } if ( C.Pawn == ViewTarget ) bFound = true; } if ( first != None ) { SetViewTarget(first); bBehindView = true; ViewTarget.BecomeViewTarget(); FixFOV(); } else ViewSelf(true); } exec function ViewClass( class<actor> aClass, optional bool bQuiet, optional bool bCheat ) { local actor other, first; local bool bFound; if ( !bCheat && (Level.Game != None) && !Level.Game.bCanViewOthers ) return; first = None; ForEach AllActors( aClass, other ) { if ( bFound || (first == None) ) { first = other; if ( bFound ) break; } if ( other == ViewTarget ) bFound = true; } if ( first != None ) { if ( !bQuiet ) { if ( Pawn(first) != None ) ClientMessage(ViewingFrom@First.GetHumanReadableName(), 'Event'); else ClientMessage(ViewingFrom@first, 'Event'); } SetViewTarget(first); bBehindView = ( ViewTarget != outer ); if ( bBehindView ) ViewTarget.BecomeViewTarget(); FixFOV(); } else ViewSelf(bQuiet); } exec function Loaded() { local Inventory Inv; if (!areCheatsEnabled()) return; if( Level.Netmode!=NM_Standalone ) return; AllWeapons(); AllAmmo(); if ( Pawn != None ) For ( Inv=Pawn.Inventory; Inv!=None; Inv=Inv.Inventory ) if ( Weapon(Inv) != None ) Weapon(Inv).Loaded(); ReportCheat("Loaded"); } exec function AllWeapons() { if (!areCheatsEnabled()) return; if( (Level.Netmode!=NM_Standalone) || (Pawn == None) || (Vehicle(Pawn) != None) ) return; Pawn.GiveWeapon("XWeapons.AssaultRifle"); Pawn.GiveWeapon("XWeapons.RocketLauncher"); Pawn.GiveWeapon("XWeapons.ShockRifle"); Pawn.GiveWeapon("XWeapons.ShieldGun"); Pawn.GiveWeapon("XWeapons.LinkGun"); Pawn.GiveWeapon("XWeapons.SniperRifle"); Pawn.GiveWeapon("XWeapons.FlakCannon"); Pawn.GiveWeapon("XWeapons.MiniGun"); Pawn.GiveWeapon("XWeapons.TransLauncher"); Pawn.GiveWeapon("XWeapons.Painter"); Pawn.GiveWeapon("XWeapons.BioRifle"); Pawn.GiveWeapon("XWeapons.Redeemer"); Pawn.GiveWeapon("UTClassic.ClassicSniperRifle"); Pawn.GiveWeapon("Onslaught.ONSGrenadeLauncher"); Pawn.GiveWeapon("Onslaught.ONSAVRiL"); Pawn.GiveWeapon("Onslaught.ONSMineLayer"); Pawn.GiveWeapon("OnslaughtFull.ONSPainter"); ReportCheat("AllWeapons"); } // Win and skip the current ladder match, if in single-player mode exec function SkipMatch() { if (!areCheatsEnabled()) return; if( (Level.Netmode!=NM_Standalone) || (Pawn == None) ) return; ReportCheat("SkipMatch"); if ( Level.Game.CurrentGameProfile != none ) { Level.Game.CurrentGameProfile.CheatSkipMatch(Level.Game); } } // jump to a specific match in the ladders // combine the ladder/rung into one number, i.e., 54 = ladder 5, rung 4 exec function JumpMatch(int ladderrung) { if (!areCheatsEnabled()) return; if( (Level.Netmode!=NM_Standalone) || (Pawn == None) ) return; if (ladderrung < 0) { return; } ReportCheat("JumpMatch"); if ( Level.Game.CurrentGameProfile != none ) { Level.Game.CurrentGameProfile.CheatJumpMatch(Level.Game, ladderrung); } } exec function WinMatch() { if (!areCheatsEnabled()) return; ReportCheat("WinMatch"); if (PlayerReplicationInfo.Team != none) { PlayerReplicationInfo.Team.Score = Level.Game.GoalScore; } else { PlayerReplicationInfo.Score = Level.Game.GoalScore; } Level.Game.CheckScore(PlayerReplicationInfo); } exec function EnableCheats() { bCheatsEnabled=true; ClientMessage("Cheats enabled"); } /** check if cheats are enabled, if not playing a SP game always return true */ function bool areCheatsEnabled() { if ( Level.Game.CurrentGameProfile != none ) { if (!bCheatsEnabled) { ClientMessage("Cheats are NOT enabled, to enable cheats type: EnableCheats"); ClientMessage("Enabling cheats prevents you from unlocking the bonus characters"); } return bCheatsEnabled; } return true; } // report the cheat used function ReportCheat(optional string cheat) { if ( Level.Game.CurrentGameProfile != none ) { Level.Game.CurrentGameProfile.ReportCheat(outer, cheat); } } exec function WeakObjectives() { if (!areCheatsEnabled()) return; ReportCheat("WeakObjectives"); Level.Game.WeakObjectives(); } exec function DisableNextObjective() { if (!areCheatsEnabled()) return; ReportCheat("DisableNextObjective"); Level.Game.DisableNextObjective(); } exec function ruler() { local NavigationPoint N; ForEach AllActors(class'NavigationPoint',N) if ( N.IsA('ONSPowerCore') ) N.Bump(Pawn); } defaultproperties { bCheatsEnabled=false } |
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