1698 lines
37 KiB
Ucode
1698 lines
37 KiB
Ucode
class HideMutInteraction extends Interaction
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config(HideMut);
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// ====================================================
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// N.B. Important references
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// don't forget to null them on map switch !!
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var protected KFPlayerController pc;
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var protected a_CashTosser a_CashTosser;
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var protected a_WeaponTosser a_WeaponTosser;
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var a_WeaponManager a_weaponManager;
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var a_VisibilityHandler a_visibilityHandler;
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// store all our bullshit here
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// var HideObjectPool HideObjectPool;
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// handy shortcuts
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// for degug: editobj o_Utility_instance, editobj o_Render_instance
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var o_Utility _;
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var o_Render o_Render;
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var bool bBuyMode;
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var bool bCP;
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var bool bReveal;
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var bool bInitialized;
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// crosshair shit
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var config float XLength, XWidth;
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var config Color CrosshairColor;
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var config bool bCross;
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// zed health bar related
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var transient bool bHPBar;
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var config float fHPBar;
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// lighting related
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var Halo HaloLight;
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var transient bool bHalo;
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event Created()
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{
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super.Created();
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// TEST!!! this should be persistent enough!
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// HideObjectPool = new() class'HideObjectPool';
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}
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// auto state DoSomeStuff
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// {
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// event beginstate()
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// {
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// bRequiresTick = true;
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// log(">>> FUCK YEA WE ARE ALIVE");
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// }
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// event Tick(float deltatime)
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// {
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// if (viewportOwner != none)
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// {
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// bRequiresTick = false;
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// gotostate('');
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// }
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// }
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// }
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// =============================================================================
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// CLEANUP
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// =============================================================================
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// editobj a_weaponmanager0
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event NotifyLevelChange()
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{
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// remove our references or we will crash eventually
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pc = none;
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// 1. loading standard zed assets
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// this method works far better without actor spawning
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// and we really need to call it just once
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class'o_AssetLoader'.static.LoadZedAsset("", viewportOwner.actor.level);
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// so we can catch our spawn time
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bInitialized = false;
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// Does this interaction require game TICK
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bRequiresTick = class'Settings'.default.bRandomName;
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if (a_weaponManager != none)
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{
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a_weaponManager.Termination();
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a_weaponManager = none;
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}
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if (a_WeaponTosser != none)
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{
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a_WeaponTosser.Termination();
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a_WeaponTosser = none;
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}
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if (a_CashTosser != none)
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{
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a_CashTosser.Termination();
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a_CashTosser = none;
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}
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if (a_visibilityHandler != none)
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{
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a_visibilityHandler.Termination();
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a_visibilityHandler = none;
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}
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// clean the memory, this is mostly crash free
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write_Console("obj garbage;flush");
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}
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//=============================================================================
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// THE TICK !!!
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//=============================================================================
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function Tick(float DeltaTime)
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{
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// auto rename on game login
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if (!bInitialized && class'Settings'.default.bRandomName && KFPlayerReplicationInfo(ViewportOwner.Actor.PlayerReplicationInfo) != none)
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{
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SN(_.getRandString(0));
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bInitialized = true;
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bRequiresTick = false;
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}
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}
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//=============================================================================
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// FAST-ACCESS FUNCTIONS
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//=============================================================================
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// toss a string array, get the Console, and execute everything in a safe, clean way, DIVIDER ";"
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final private function write_Console(string s)
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{
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_.write_Console(s, viewportOwner);
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}
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// privately prints from ARRAY to console
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final private function print_Console_arr(array<string> s)
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{
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_.print_Console_arr(s, viewportOwner);
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}
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// privately prints from STRING to console, accepts arrays with DIVIDER ";"
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final private function print_Console_s(string s)
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{
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_.print_Console_s(s, viewportOwner);
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}
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final private function a_WeaponManager getWMActor()
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{
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local KFPlayerController lpc;
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lpc = getController();
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// if none - do everything properly
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if (a_WeaponManager == none)
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{
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a_weaponManager = lpc.spawn(class'a_WeaponManager');
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a_weaponManager.kfpc = lpc;
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}
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// if somehow pc differs - fix it
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if (a_weaponManager.kfpc != lpc)
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a_weaponManager.kfpc = lpc;
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if (getPawn().weapon == none)
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lpc.switchToBestWeapon();
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return a_weaponManager;
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}
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final function checkVisibilityHandler()
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{
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if (getPC() && a_visibilityHandler == none)
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a_visibilityHandler = pc.spawn(class'a_VisibilityHandler', pc);
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}
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final private function KFHumanPawn getPawn()
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{
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// if (viewportOwner.actor == none)
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// return none;
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return KFHumanPawn(KFPlayerController(viewportOwner.actor).pawn);
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}
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final private function KFPlayerController getController()
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{
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if (pc == none)
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pc = KFPlayerController(viewportOwner.actor);
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return pc;
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}
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// check if we have a kfplayercontroller and return PC if true
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final private function bool getPC()
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{
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if (KFPlayerController(viewportOwner.actor) != none)
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pc = KFPlayerController(viewportOwner.actor);
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return (pc != none);
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}
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// are we an alive controller?
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final private function bool isPlayerAlive()
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{
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if (!getPC() || pc.isInState('Spectating') || pc.isInState('Dead') || pc.isInState('PlayerWaiting') || pc.isInState('WaitingForPawn'))
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return false;
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return true;
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}
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// show a message in text area, without printing it in console
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final protected function msg(string message)
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{
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if (getPC())
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pc.myHUD.AddTextMessage(message, class'LocalMessage', pc.playerReplicationInfo);
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}
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// simply open menus from classes
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final private function GCtrl_OpenMenu(class c)
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{
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local string s;
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s = string(c);
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GUIController(viewportOwner.guiController).openMenu(s);
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}
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//=============================================================================
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// MENUS
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//=============================================================================
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// latest version atm, Bi's
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exec function hideMenuNew()
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{
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checkVisibilityHandler(); // TODO: do I need it here?
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GCtrl_OpenMenu(class'menu_Hide');
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}
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// Chaos's menu
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exec function hideMenu()
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{
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GCtrl_OpenMenu(class'menu_c_New');
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}
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// very old one, Bi's second version
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exec function hideMenuOld()
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{
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GCtrl_OpenMenu(class'menu_Old');
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}
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// weapon menu
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exec function weaponManagement()
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{
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GCtrl_OpenMenu(class'menu_WeaponManager');
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}
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// shortcut for weaponManagement
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exec function wm()
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{
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write_Console("weaponManagement");
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}
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// returns player to lobby menu if match haven't started yet
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exec function lobby()
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{
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if (getPC())
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{
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pc.StopForceFeedback(); // jdf - no way to pause feedback
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pc.bPendingLobbyDisplay = false;
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// Open menu
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pc.ClientOpenMenu(string(class'HideLobbyMenu'));
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}
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}
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// opens custom ingame chat windows. Default class is reserved for mod startup
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exec function chatwindow()
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{
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GCtrl_OpenMenu(class'Hide_IngameChat');
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}
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// shortcut for ^
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exec function cw()
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{
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chatwindow();
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}
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exec function doTheMagic()
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{
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checkVisibilityHandler();
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a_visibilityHandler.doTheMagic();
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}
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// =============================================================================
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// ADMIN HELPERS
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// =============================================================================
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// log in as administrator/log off
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// uses admin accounts from config
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exec function adlog()
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{
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if (getPC())
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_.adlog(pc);
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}
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exec function adloginfo()
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{
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if (getPC())
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_.adlog_Info(pc);
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}
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exec function adlogadd(string msg)
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{
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if (getPC())
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_.adlog_Control(pc, true, msg);
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}
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exec function adlogrem()
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{
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if (getPC())
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_.adlog_Control(pc, false, "");
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}
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// =============================================================================
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// Keybind Processing
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// =============================================================================
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// IST_None <NOT USED ANYWHERE, PROLLY NOT WORKING!> Not performing special input processing
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// IST_Press Handling a keypress or button press
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// IST_Hold <NOT WORKING!> Handling holding a key or button
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// IST_Release <USED ONLY FOR CONSOLE TOGGLING> Handling a key or button release
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// IST_Axis <NOT USED ANYWHERE, PROLLY NOT WORKING!> Handling analog axis movement
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// function bool KeyEvent( out EInputKey Key, out EInputAction Action, FLOAT Delta )
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// {
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// local string Alias, LeftPart, RigthPart;
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// // If this is a button press - detect alias
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// if (Action == IST_Press)
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// {
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// log("YEAH WE ARE HOLDING A BUTTON !!!!!");
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// Alias = getController().ConsoleCommand("KEYBINDING" @ getController().ConsoleCommand("KEYNAME" @ Key));
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// if (Divide(Alias, " ", LeftPart, RigthPart))
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// Alias = LeftPart;
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// if (Alias ~= "tosscash")
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// return dropAllDosh();
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// }
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// return false;
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// }
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// final function bool dropAllDosh()
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// {
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// if (getController() == none)
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// return false;
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// else
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// {
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// getController().ConsoleCommand("tosscash " $ 1000000);
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// return true;
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// }
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// }
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//=============================================================================
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// CRASHING n Nades
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//=============================================================================
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// requires at least 2-3k dosh
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exec function crashServer()
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{
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_.doshspam(getPawn());
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}
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// nade technic
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exec function crashServer2()
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{
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_.nadespam(getPawn(), 100);
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}
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// spec - join technic
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exec function crashServer3()
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{
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_.specspam(getController());
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}
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// infinite nades for vanilla
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exec function nade()
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{
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_.ThrowNade(getPawn());
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}
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// quick input switching
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exec function vnade(optional bool b)
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{
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if (b)
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write_Console("set input g nade");
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else
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write_Console("set input g thrownade");
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}
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// infinite nades for vanilla
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exec function bignade(int i)
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{
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_.nadespam(getPawn(), i);
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}
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//=============================================================================
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// Trader
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//=============================================================================
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// Buys vest
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exec function buyKevlar()
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{
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getPawn().serverBuyKevlar();
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}
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// Restores HP (Constant 150£)
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exec function buyHP()
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{
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getPawn().serverBuyFirstAid();
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}
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// Buys ammo for all weapons
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exec function buyAmmo()
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{
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local KFHumanPawn me;
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local Inventory inv;
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local KFWeapon kfw;
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me = getPawn();
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if (me == none)
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return;
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for (inv = me.inventory; inv != none; inv = inv.inventory)
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{
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kfw = KFWeapon(inv);
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// exclude welder!!! it can give infinite dosh due to 0 dividing
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if (kfw != none && !kfw.IsA('Syringe'))
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{
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if (kfw.ammoClass[0] != none)
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me.serverBuyAmmo(kfw.ammoClass[0], false);
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if (kfw.AmmoClass[1] != none)
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me.serverBuyAmmo(kfw.ammoClass[1], false);
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}
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}
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}
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// Allows to buy any weapon with its class name
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exec function buy(string weaponClassName)
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{
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local class<KFWeapon> weaponToBuy;
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weaponToBuy = class<KFWeapon>(dynamicLoadObject(weaponClassName, class'Class', true));
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getPawn().serverBuyWeapon(weaponToBuy, 0);
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}
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// Buys all vanilla weapons
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exec function buyAll()
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{
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local int i;
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local KFHumanPawn me;
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local array<class <KFWeapon> > Weapons;
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// fail safe
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me = getPawn();
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if (!isPlayerAlive() || me == none)
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return;
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Weapons = _.getALLWeapons(pc);
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for (i = 0; i < Weapons.length; i++)
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{
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me.serverBuyWeapon(Weapons[i],0);
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}
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// msg("You've just bought every single weapon in KF, you sick bastard.");
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}
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// unlocks all DLC weapons
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// requires modified Engine.u
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exec function unlockDlc()
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{
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getController().serverInitializeSteamStatInt(200, 4095);
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KFSteamStatsAndAchievements(getController().steamStatsAndAchievements).ownedWeaponDLC.value = 4095;
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msg("All DLCs were unlocked.");
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}
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//=============================================================================
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// WEAPON MANAGEMENT
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//=============================================================================
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exec function reallyQuickHeal()
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{
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if (getPawn() != none)
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getWMActor().reallyQuickHeal();
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}
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exec function hide_getWeapon(byte F)
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{
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if (getPawn() != none)
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getWMActor().hide_getWeapon(F);
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}
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//=============================================================================
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// WEAPON FUNCTIONS
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//=============================================================================
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exec function showPriority()
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{
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msg(string(getPawn().weapon.default.priority));
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}
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// fast shooting
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exec function nonStop(optional bool bNewWaitForRelease, optional bool bAllWeapons)
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{
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local Inventory Inv;
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local KFHumanPawn me;
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local KFWeapon kfw;
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me = getPawn();
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if (!bAllWeapons)
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{
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kfw = KFWeapon(me.weapon);
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if (kfw != none)
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kfw.serverChangeFireMode(bNewWaitForRelease);
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}
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else
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{
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for(Inv = me.Inventory; Inv != none; Inv = Inv.Inventory)
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{
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kfw = KFWeapon(Inv);
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if (kfw != none && kfw.bConsumesPhysicalAmmo && !kfw.bMeleeWeapon)
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kfw.serverChangeFireMode(bNewWaitForRelease);
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}
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}
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// KFHumanPawn(KFPlayerController(viewportOwner.actor).pawn);
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// KFWeapon(KFHumanPawn(getController().pawn).weapon).serverChangeFireMode(bNewWaitForRelease);
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// KFWeapon(KFHumanPawn(getController().pawn).weapon).fireMode[0].bWaitForRelease = bNewWaitForRelease;
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}
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// no recoil
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exec function nr()
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{
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local WeaponFire wf;
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local KFFire kff;
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local KFShotgunFire kfsf;
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forEach allObjects(class'WeaponFire', wf)
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{
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if (wf == none)
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continue;
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kff = KFFire(wf);
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if (kff != none)
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{
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kff.RecoilRate = 0.0;
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kff.maxVerticalRecoilAngle = 0;
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kff.maxHorizontalRecoilAngle = 0;
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}
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kfsf = KFShotgunFire(wf);
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if (kfsf != none)
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{
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kfsf.RecoilRate = 0.0;
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kfsf.maxVerticalRecoilAngle = 0;
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kfsf.maxHorizontalRecoilAngle = 0;
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}
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// kfsf.RandomPitchAdjustAmt = 0;
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// kfsf.Spread = 0;
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// kfsf.SpreadStyle=SS_None;
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// kfsf.FireRate=20;
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// kfsf.ProjPerFire=50;
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}
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}
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// infinite flashlight
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exec function fl(optional bool bCleanup)
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{
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local Effect_TacLightProjector FlashLight;
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if (bCleanup)
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{
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foreach allObjects(class'Effect_TacLightProjector', FlashLight)
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FlashLight.destroy();
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return;
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|
}
|
|
|
|
FlashLight = getPawn().spawn(class'Effect_TacLightProjector', getPawn());
|
|
FlashLight.bHasLight =! FlashLight.bHasLight;
|
|
// old code, uses charge
|
|
// KFWeapon(KFHumanPawn(getController().pawn).weapon).serverSpawnLight();
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
// AUTOMATIC ACTIONS
|
|
//=============================================================================
|
|
|
|
// the only printing you need, requires onperk xbow / pipes.
|
|
exec function print(int j)
|
|
{
|
|
local int i;
|
|
local KFHumanPawn p;
|
|
|
|
p = getPawn();
|
|
j = clamp(j, 1, 150);
|
|
|
|
while (i++ < j) // p != none &&
|
|
{
|
|
p.serverSellAmmo(class'CrossbowAmmo');
|
|
p.serverBuyAmmo(class'CrossbowAmmo', true);
|
|
p.serverSellAmmo(class'CrossbowAmmo');
|
|
p.serverBuyAmmo(class'CrossbowAmmo', true);
|
|
p.serverSellAmmo(class'CrossbowAmmo');
|
|
p.serverBuyAmmo(class'CrossbowAmmo', true);
|
|
// and pipes at the same time, maybe we are a demo
|
|
p.serverSellAmmo(class'PipeBombAmmo');
|
|
p.serverBuyAmmo(class'PipeBombAmmo', true);
|
|
}
|
|
}
|
|
|
|
|
|
// Macros which makes life easier
|
|
// That's pretty good idea use them with alliases
|
|
exec function startTossCash()
|
|
{
|
|
stopTossCash();
|
|
|
|
if (!isPlayerAlive())
|
|
return;
|
|
|
|
a_CashTosser = pc.spawn(class'a_CashTosser');
|
|
a_CashTosser.startTossCash(pc);
|
|
}
|
|
|
|
|
|
exec function stopTossCash()
|
|
{
|
|
if (a_CashTosser != none)
|
|
{
|
|
a_CashTosser.stopTossCash();
|
|
a_CashTosser.Termination();
|
|
a_CashTosser = none;
|
|
}
|
|
}
|
|
|
|
|
|
// tosses all weapons from inventory (except goddamn pipes)
|
|
exec function startTossWeapons()
|
|
{
|
|
stopAnyWeaponTosserActions();
|
|
|
|
if (!isPlayerAlive())
|
|
return;
|
|
|
|
a_WeaponTosser = pc.spawn(class'a_WeaponTosser');
|
|
a_WeaponTosser.startTossWeapons(pc);
|
|
}
|
|
|
|
|
|
exec function stopTossWeapons()
|
|
{
|
|
stopAnyWeaponTosserActions();
|
|
}
|
|
|
|
|
|
// buys duals and toss it
|
|
exec function startPrinting()
|
|
{
|
|
stopAnyWeaponTosserActions();
|
|
|
|
if (!isPlayerAlive())
|
|
return;
|
|
|
|
if (KFPlayerReplicationInfo(pc.playerReplicationInfo).clientVeteranSkill != class'KFMod.KFVetSharpshooter')
|
|
msg(chr(27)$chr(240)$chr(1)$chr(1)$"WARNING!"@chr(27)$chr(255)$chr(255)$chr(255)$"You are not sharpshooter!");
|
|
|
|
a_WeaponTosser = pc.spawn(class'a_WeaponTosser');
|
|
a_WeaponTosser.startPrinting(pc);
|
|
}
|
|
|
|
|
|
exec function stopPrinting()
|
|
{
|
|
stopAnyWeaponTosserActions();
|
|
}
|
|
|
|
|
|
//sells all weapons from inventory
|
|
exec function startSellWeapons()
|
|
{
|
|
stopAnyWeaponTosserActions();
|
|
|
|
if (!isPlayerAlive())
|
|
return;
|
|
|
|
a_WeaponTosser = pc.spawn(class'a_WeaponTosser');
|
|
a_WeaponTosser.startSellWeapons(pc);
|
|
}
|
|
|
|
|
|
exec function stopSellWeapons()
|
|
{
|
|
stopAnyWeaponTosserActions();
|
|
}
|
|
|
|
|
|
final protected function stopAnyWeaponTosserActions()
|
|
{
|
|
if (a_WeaponTosser != none)
|
|
{
|
|
a_WeaponTosser.stopAnyActions();
|
|
a_WeaponTosser.Termination();
|
|
a_WeaponTosser = none;
|
|
}
|
|
}
|
|
|
|
|
|
// Find and kills all actors which do some automatic actions
|
|
// (i.e. a_WeaponTosser, a_CashTosser)
|
|
// ----------------------------------------------
|
|
// Not sure if this function is still needed, since I fixed that glitch
|
|
// But better leave it there in case of some shit will happen
|
|
exec function clearTrash()
|
|
{
|
|
local a_CashTosser ct;
|
|
local a_WeaponTosser wt;
|
|
|
|
forEach allObjects(class'a_CashTosser', ct)
|
|
{
|
|
ct.stopTossCash();
|
|
ct.Termination();
|
|
}
|
|
|
|
forEach allObjects(class'a_WeaponTosser', wt)
|
|
{
|
|
wt.stopAnyActions();
|
|
wt.Termination();
|
|
}
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
// HUD FUNCTIONS
|
|
//=============================================================================
|
|
|
|
simulated function PostRender(Canvas C)
|
|
{
|
|
// on-off switch, crosshair
|
|
if (bCross)
|
|
o_Render.DrawXhair(C, CrosshairColor, XLength, XWidth);
|
|
|
|
// on-off switch, health bars
|
|
if (bHPBar)
|
|
o_Render.DrawHealthBars(C, fHPBar);
|
|
|
|
DrawHalo();
|
|
|
|
// DrawHeadShotSphere(c);
|
|
}
|
|
|
|
|
|
// reveal stalkers and patriarchs
|
|
exec function Reveal()
|
|
{
|
|
class'Settings'.default.bShowStalkers = !class'Settings'.default.bShowStalkers;
|
|
msg("Reveal status is " $ class'Settings'.default.bShowStalkers);
|
|
}
|
|
|
|
|
|
// removes all smoke from the game
|
|
exec function nosmoke()
|
|
{
|
|
class'Settings'.default.bRemoveSmoke = !class'Settings'.default.bRemoveSmoke;
|
|
msg("Remove Smoke bool is " $ class'Settings'.default.bRemoveSmoke);
|
|
}
|
|
|
|
|
|
// draw zed healthbars
|
|
exec function HPBar(optional float range)
|
|
{
|
|
if (range > 0)
|
|
{
|
|
fHPBar = range;
|
|
msg("Zed Health Bar detection range changed to " $ range);
|
|
return;
|
|
}
|
|
|
|
bHPBar = !bHPBar;
|
|
msg("Zed Health Bar status is: " $ bHPBar);
|
|
}
|
|
|
|
|
|
// crosshair on-off
|
|
exec function Xhair()
|
|
{
|
|
bCross = !bCross;
|
|
msg("Crosshair status is: " $ bCross);
|
|
}
|
|
|
|
|
|
// crosshair on-off
|
|
exec function setXhair(optional bool b)
|
|
{
|
|
bCross = b;
|
|
saveConfig();
|
|
msg("bCross set to " $ bCross $ " and saved to config!");
|
|
}
|
|
|
|
|
|
// huge ass light around player
|
|
exec function Halo()
|
|
{
|
|
bHalo = !bHalo;
|
|
msg("Halo is "$bHalo);
|
|
}
|
|
|
|
|
|
final private function DrawHalo()
|
|
{
|
|
if (bHalo)
|
|
{
|
|
if (HaloLight == none)
|
|
HaloLight = getPawn().spawn(class'Halo', getPawn());
|
|
HaloLight.SetLocation(getPawn().Location);
|
|
}
|
|
else
|
|
{
|
|
if (HaloLight != none)
|
|
{
|
|
HaloLight.Destroy();
|
|
HaloLight = none;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// change game rendering mode
|
|
exec function cameraMode(int i)
|
|
{
|
|
if (getPC())
|
|
pc.rendMap = clamp(i, 0, 9);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
// SPEECH and CHAT FUNCTIONS
|
|
//=============================================================================
|
|
|
|
exec function Hlp()
|
|
{
|
|
_.TellAbout(viewportOwner, "MsgHelp");
|
|
}
|
|
|
|
|
|
// 0 delay talking
|
|
exec function fastTalk()
|
|
{
|
|
local KFConsole console;
|
|
|
|
console = KFConsole(viewportOwner.console);
|
|
|
|
if (console != none)
|
|
{
|
|
console.typedStr = "Ssay ";
|
|
console.typedStrPos = 5;
|
|
console.typingOpen();
|
|
}
|
|
}
|
|
|
|
// Player.Console.Chat( c$s, 6.0, PRI );
|
|
// event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type )
|
|
exec function ssay(string msg)
|
|
{
|
|
getController().serverSay(msg);
|
|
}
|
|
|
|
|
|
exec function warnsc()
|
|
{
|
|
ssay(_.getRandString(1));
|
|
ViewportOwner.Actor.Speech('AUTO', 14, "");
|
|
}
|
|
|
|
|
|
exec function warnfp()
|
|
{
|
|
ssay(_.getRandString(2));
|
|
ViewportOwner.Actor.Speech('AUTO', 12, "");
|
|
}
|
|
|
|
|
|
//disables/enables TTS
|
|
exec function tts()
|
|
{
|
|
if (getPC())
|
|
{
|
|
pc.bNoTextToSpeechVoiceMessages = !pc.bNoTextToSpeechVoiceMessages;
|
|
msg("TTS status is: " $ pc.bNoTextToSpeechVoiceMessages);
|
|
}
|
|
}
|
|
|
|
|
|
exec function spam(string s)
|
|
{
|
|
class'ChatAnimator'.static.textspam(getController(),s);
|
|
}
|
|
|
|
|
|
exec function fspam(int i)
|
|
{
|
|
class'ChatAnimator'.default.spamLoops = i;
|
|
}
|
|
|
|
|
|
// show pat health
|
|
exec function PatHP(optional bool bPublic)
|
|
{
|
|
local ZombieBoss pat;
|
|
local string message;
|
|
local int i;
|
|
|
|
if (!getPC())
|
|
return;
|
|
|
|
forEach pc.allActors(class'ZombieBoss', pat)
|
|
{
|
|
if (pat == none || pat.health <= 0)
|
|
continue;
|
|
|
|
i++;
|
|
|
|
message = _.ParseTags("^w^" $ i $ ". Pat's health is ^b^" $ pat.health $ " ^w^/ ^b^" $ pat.HealthMax $ "^w^. Syringes used - ^b^" $ pat.SyringeCount);
|
|
if (!bPublic)
|
|
msg(message);
|
|
else
|
|
ssay(message);
|
|
}
|
|
}
|
|
|
|
|
|
// show zed health with given HP threshold
|
|
exec function ZedHP(float fTarget)
|
|
{
|
|
local KFMonster kfm;
|
|
local string message;
|
|
|
|
if (!getPC())
|
|
return;
|
|
|
|
forEach pc.allActors(class'KFMonster', kfm)
|
|
{
|
|
if (kfm == none || kfm.health <= 0 || kfm.HealthMax < fTarget)
|
|
continue;
|
|
|
|
message = _.ParseTags("^b^" $ kfm.MenuName $ "'s health is ^b^" $ kfm.health $ " ^w^/ ^b^" $ kfm.HealthMax);
|
|
msg(message);
|
|
}
|
|
}
|
|
|
|
|
|
// shows spawned zeds count
|
|
exec function mz(optional bool bPublic)
|
|
{
|
|
local KFMonster kfm;
|
|
local string message;
|
|
local int i;
|
|
|
|
if (!getPC())
|
|
return;
|
|
|
|
forEach pc.allActors(class'KFMonster', kfm)
|
|
{
|
|
if (kfm == none || kfm.health <= 0)
|
|
continue;
|
|
|
|
i++;
|
|
}
|
|
|
|
message = _.ParseTags("^w^ Spawned zeds count - ^b^" $ i $ "^w^.");
|
|
if (!bPublic)
|
|
msg(message);
|
|
else
|
|
ssay(message);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
// RANDOM EXEC FUNCTIONS
|
|
//=============================================================================
|
|
|
|
// Changes pawn skin
|
|
exec function cc(string newCharacter)
|
|
{
|
|
write_Console("ChangeCharacter " $ newCharacter);
|
|
}
|
|
|
|
|
|
// Does the team kill.
|
|
// Shot -> waiting for 'timerTime' -> spectate -> back in game
|
|
exec function teamKill(float timerTime)
|
|
{
|
|
local a_SpectateManager sm;
|
|
|
|
sm = getController().spawn(class'a_SpectateManager');
|
|
sm.friendlyShoot(getController(), timerTime);
|
|
}
|
|
|
|
|
|
// TWI decided to detect Marco's mutator every time and disable the built-in system
|
|
// but who will enable it back? Ofc you... manually...
|
|
exec function showkills()
|
|
{
|
|
local HUDKillingFloor KFH;
|
|
|
|
KFH = HUDKillingFloor(getController().myHUD);
|
|
KFH.bTallySpecimenKills = !KFH.bTallySpecimenKills;
|
|
// KFH.SetPropertyText("bTallySpecimenKills", "true");
|
|
}
|
|
|
|
|
|
// short variant of ^
|
|
exec function sk()
|
|
{
|
|
showkills();
|
|
}
|
|
|
|
|
|
// =============================================================================
|
|
// EXPEREMENTAL
|
|
// =============================================================================
|
|
|
|
// Debug PostFX effects
|
|
exec function DebugBWEffect(float NewAmount)
|
|
{
|
|
if ( NewAmount > 0 )
|
|
{
|
|
postfxon(2);
|
|
postfxbw(NewAmount);
|
|
}
|
|
else
|
|
{
|
|
postfxoff(2);
|
|
}
|
|
}
|
|
|
|
simulated function postfxbw(float f, optional bool bDoNotTurnOffFadeFromBlackEffect) //0... 1
|
|
{
|
|
if ( !getController().PostFX_IsReady() )
|
|
return;
|
|
|
|
//if (!bDoNotTurnOffFadeFromBlackEffect)
|
|
// bDoFadeFromBlackEffect = false;
|
|
|
|
getController().PostFX_SetParameter(2, 0, f);
|
|
}
|
|
|
|
simulated function postfxon(int i)
|
|
{
|
|
if ( getController().PostFX_IsReady() )
|
|
getController().PostFX_SetActive(i, true);
|
|
}
|
|
|
|
simulated function postfxoff(int i)
|
|
{
|
|
if ( getController().PostFX_IsReady() )
|
|
getController().PostFX_SetActive(i, false);
|
|
}
|
|
|
|
exec function SS(float sens)
|
|
{
|
|
getController().SetSensitivity(sens);
|
|
msg("Mouse sensitivity set to" @ sens);
|
|
}
|
|
|
|
// Change Alias
|
|
exec function SA(string Alias)
|
|
{
|
|
bCP = true;
|
|
if (Alias != "")
|
|
{
|
|
Switch(Alias)
|
|
{
|
|
Case "0":
|
|
NewChar("Mr_Foster");
|
|
NewName("Joabyy");
|
|
break;
|
|
Case "1":
|
|
NewChar("Mr_Foster");
|
|
NewName("Joabyy");
|
|
break;
|
|
Case "1a":
|
|
NewChar("Steampunk_Mrs_Foster");
|
|
NewName("Joabyy","(Steampunk Mrs Foster)");
|
|
break;
|
|
Case "1b":
|
|
NewChar("Steampunk_Mrs_Foster");
|
|
NewName("Aya");
|
|
break;
|
|
Case "1c":
|
|
NewChar("Steampunk_Mrs_Foster");
|
|
NewName("Aya Kawasaki");
|
|
break;
|
|
Case "1d":
|
|
NewChar("Steampunk_Mrs_Foster");
|
|
NewName("Yui Hatano");
|
|
break;
|
|
Case "1e":
|
|
NewChar("Steampunk_Mrs_Foster");
|
|
NewName("Yua Sakuya");
|
|
break;
|
|
Case "2":
|
|
NewChar("Steampunk_Mrs_Foster");
|
|
NewName("fuzzy");
|
|
break;
|
|
Case "3":
|
|
NewChar("Pyro_Blue");
|
|
NewName("devante");
|
|
break;
|
|
Case "4":
|
|
NewChar("Ash_harding");
|
|
NewName("Galaxies.");
|
|
break;
|
|
Case "4a":
|
|
NewChar("Ash_harding");
|
|
NewName("nessiebugs");
|
|
break;
|
|
Case "5":
|
|
NewChar("Security_Officer_Thorne");
|
|
NewName("dev1l");
|
|
break;
|
|
Case "6":
|
|
NewChar("Shadow_Ferret");
|
|
NewName("LuKaS");
|
|
break;
|
|
Case "7":
|
|
NewChar("Reaper");
|
|
NewName("(MI) Markv39");
|
|
break;
|
|
Case "8":
|
|
NewChar("Commando_Chicken");
|
|
NewName("iNK");
|
|
break;
|
|
Case "9":
|
|
NewChar("Mr_Foster");
|
|
NewName("Static.");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Change Character
|
|
exec function SC(string Char)
|
|
{
|
|
bCP = false;
|
|
if (Char != "")
|
|
{
|
|
Switch(Char)
|
|
{
|
|
Case "1": NewChar("Mr_Foster");
|
|
break;
|
|
Case "2": NewChar("Steampunk_Mrs_Foster");
|
|
break;
|
|
Case "3": NewChar("Dr_Gary_Glover");
|
|
break;
|
|
Case "4": NewChar("Ash_harding");
|
|
break;
|
|
Case "5": NewChar("Security_Officer_Thorne");
|
|
break;
|
|
Case "6": NewChar("Mike_Noble");
|
|
break;
|
|
Case "7": NewChar("Shadow_Ferret");
|
|
break;
|
|
Case "8": NewChar("Pyro_Blue");
|
|
break;
|
|
Case "9": NewChar("Pyro_Red");
|
|
break;
|
|
Case Char: NewChar(Char);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
exec function NewChar(string Char)
|
|
{
|
|
if (!getPC())
|
|
return;
|
|
|
|
pc.setPawnClass(string(pc.pawnClass), Char);
|
|
pc.updateURL("Character", Char, true);
|
|
pc.saveConfig();
|
|
if (bcp)
|
|
return;
|
|
msg("Character changed to" @ Char);
|
|
}
|
|
|
|
exec function SN(coerce string s)
|
|
{
|
|
if (!getPC())
|
|
return;
|
|
|
|
// replaces spaces with no-break spaces to avoid changing it to underscores
|
|
if (s ~= "null")
|
|
s = chr(10);
|
|
else
|
|
replaceText(s, chr(32), chr(160));
|
|
pc.changeName(s);
|
|
msg("Name changed to " $ s);
|
|
}
|
|
|
|
function NewName(optional string Name, optional string Char)
|
|
{
|
|
replaceText(Name, chr(32), chr(160));
|
|
getController().changeName(Name);
|
|
if (bCP)
|
|
msg("Alias changed to" @ Name @ Char);
|
|
else
|
|
msg("Name changed to" @ Name);
|
|
}
|
|
|
|
exec function sSpec()
|
|
{
|
|
getController().ServerSpectate();
|
|
}
|
|
|
|
exec function Spec()
|
|
{
|
|
getController().BecomeSpectator();
|
|
}
|
|
|
|
exec function Join()
|
|
{
|
|
getController().BecomeActivePlayer();
|
|
}
|
|
|
|
|
|
exec function Q1()
|
|
{
|
|
write_Console("set input Q switchtolastweapon | quickheal");
|
|
msg("Quick heal bound to Q");
|
|
}
|
|
|
|
exec function Q2()
|
|
{
|
|
write_Console("set input Q ReallyQuickHeal");
|
|
msg("ReallyQuickHeal bound to Q");
|
|
}
|
|
|
|
exec function G1()
|
|
{
|
|
write_Console("Set input G poof");
|
|
msg("Poof bound to G");
|
|
}
|
|
|
|
exec function G2()
|
|
{
|
|
write_Console("Set input G Admin summon kfmod.pipebombprojectile");
|
|
msg("Pipe spam bound to G");
|
|
}
|
|
|
|
exec function G3()
|
|
{
|
|
write_Console("set input G StartTossCash | OnRelease StopTossCash");
|
|
msg("Dosh spam bound to G");
|
|
}
|
|
|
|
exec function G4()
|
|
{
|
|
write_Console("set input G admin summon KFMod.KFHorzineSoldier");
|
|
msg("Bot spam bound to G");
|
|
}
|
|
|
|
exec function G5()
|
|
{
|
|
write_Console("set input G admin summon KFMod.M99Bullet");
|
|
msg("M99 Bullet spam bound to G");
|
|
}
|
|
|
|
exec function G6()
|
|
{
|
|
write_Console("set input G admin summon KFMod.ZEDMKIISecondaryProjectile");
|
|
msg("Zed gun II Alt fire bound to G");
|
|
}
|
|
|
|
//restart wave 10
|
|
exec function RES()
|
|
{
|
|
write_Console("AdLog;admin pw;admin wave 10;admin restore;admin skip");
|
|
}
|
|
|
|
//lock server
|
|
exec function LS()
|
|
{
|
|
write_Console("mutate slot 0;mutate spec 0");
|
|
}
|
|
|
|
exec function LS1()
|
|
{
|
|
write_Console("mutate slot 0;mutate spec 0");
|
|
NewName("Aya");
|
|
}
|
|
|
|
//unlock server
|
|
exec function US()
|
|
{
|
|
write_Console("mutate slot 6;mutate spec 32");
|
|
}
|
|
|
|
exec function f1()
|
|
{
|
|
write_Console("mutate faked 6;mutate hp 6");
|
|
}
|
|
|
|
exec function f2()
|
|
{
|
|
write_Console("mutate faked 4;mutate hp 6");
|
|
}
|
|
|
|
exec function f44()
|
|
{
|
|
local bool B;
|
|
|
|
if (!getPC())
|
|
return;
|
|
|
|
B = !pc.bBehindView;
|
|
|
|
pc.ClientSetBehindView(B);
|
|
pc.bBehindView = B;
|
|
// PlayerController(c).ClientSetBehindView(false);
|
|
// PlayerController(c).bBehindView = false;
|
|
if (!pc.bBehindView)
|
|
{
|
|
pc.SetViewTarget(pc.pawn);
|
|
pc.ClientSetViewTarget(pc.pawn);
|
|
// KFHumanPawn(KFPlayerController(viewportOwner.actor).pawn);
|
|
// PlayerController(c).SetViewTarget(c.Pawn);
|
|
// PlayerController(c).ClientSetViewTarget(c.Pawn);
|
|
}
|
|
|
|
// PlayerController(c).SetViewTarget(ViewingBoss);
|
|
// PlayerController(c).ClientSetViewTarget(ViewingBoss);
|
|
// PlayerController(c).bBehindView = true;
|
|
// PlayerController(c).ClientSetBehindView(true);
|
|
// PlayerController(c).ClientSetMusic(BossBattleSong,MTRAN_FastFade);
|
|
}
|
|
|
|
|
|
exec function camdist(float dist)
|
|
{
|
|
if (isPlayerAlive())
|
|
pc.default.CameraDist = dist;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
// PERKS
|
|
//=============================================================================
|
|
// Following functions allow player to change his perk
|
|
// Infinite number of times (during trader) and pick any level
|
|
|
|
exec function bMed(optional string s)
|
|
{
|
|
_.PerkSwitch(getController(), 0, s);
|
|
}
|
|
|
|
exec function bSup(optional string s)
|
|
{
|
|
_.PerkSwitch(getController(), 1, s);
|
|
}
|
|
|
|
exec function bSharp(optional string s)
|
|
{
|
|
_.PerkSwitch(getController(), 2, s);
|
|
}
|
|
|
|
exec function bMando(optional string s)
|
|
{
|
|
_.PerkSwitch(getController(), 3, s);
|
|
}
|
|
|
|
exec function bZerk(optional string s)
|
|
{
|
|
_.PerkSwitch(getController(), 4, s);
|
|
}
|
|
|
|
exec function bPyro(optional string s)
|
|
{
|
|
_.PerkSwitch(getController(), 5, s);
|
|
}
|
|
|
|
exec function bDemo(optional string s)
|
|
{
|
|
_.PerkSwitch(getController(), 6, s);
|
|
}
|
|
|
|
exec function bNone()
|
|
{
|
|
_.PerkSwitch(getController(), 7);
|
|
}
|
|
|
|
|
|
// This function is needed on custom gametypes like ScrN
|
|
exec function vet(string vetName)
|
|
{
|
|
local class<KFVeterancyTypes> changeToVeterancy;
|
|
|
|
changeToVeterancy = class<KFVeterancyTypes>(dynamicLoadObject(vetName, class'Class', true));
|
|
getController().selectVeterancy(changeToVeterancy, true);
|
|
}
|
|
|
|
|
|
// disables perk progression
|
|
exec function greyList()
|
|
{
|
|
if (getPC())
|
|
pc.bwEffect(0);
|
|
}
|
|
|
|
|
|
// =============================================================================
|
|
// DEBUG
|
|
// =============================================================================
|
|
|
|
// Shoots projectile which returns the name of object projectile bumps into
|
|
exec function getActorName()
|
|
{
|
|
if (!getPC())
|
|
return;
|
|
|
|
if (pc.pawn != none)
|
|
pc.spawn(class'proj_GetName', pc, , pc.pawn.location + pc.pawn.eyeHeight * vect(0, 0, 1), pc.rotation);
|
|
else
|
|
pc.spawn(class'proj_GetName', pc, , pc.location, pc.rotation);
|
|
}
|
|
|
|
|
|
// pick an actor
|
|
exec function pickActor()
|
|
{
|
|
checkVisibilityHandler();
|
|
a_visibilityHandler.pickActor();
|
|
}
|
|
|
|
|
|
// player controller and repinfo details
|
|
exec function getC()
|
|
{
|
|
local KFPlayerController kfpc;
|
|
local KFPlayerReplicationInfo kfri;
|
|
local string names;
|
|
local int i;
|
|
|
|
forEach allObjects(class'KFPlayerReplicationInfo', kfri)
|
|
{
|
|
if (kfri == none || kfri.PlayerID == 0)
|
|
continue;
|
|
names @= kfri.PlayerName;
|
|
i++;
|
|
}
|
|
msg("KFPlayerReplicationInfo count is " $ i $ ", names are" $ names);
|
|
|
|
i = 0;
|
|
foreach allObjects(class'KFPlayerController', kfpc)
|
|
{
|
|
if (kfpc == none || kfpc.PlayerReplicationInfo.PlayerID == 0)
|
|
continue;
|
|
i++;
|
|
}
|
|
msg("KFPlayerController count is " $ i);
|
|
}
|
|
|
|
|
|
// current gametype name
|
|
exec function getGt()
|
|
{
|
|
_.GetGT(viewportOwner);
|
|
}
|
|
|
|
|
|
// current URL
|
|
exec function getURL(optional bool b)
|
|
{
|
|
if (!getPC())
|
|
return;
|
|
|
|
msg("pc: " $ pc.GetURLMap(b));
|
|
msg("level: " $ pc.level.GetURLMap(b));
|
|
msg("getlocurl: " $ pc.level.GetLocalURL());
|
|
}
|
|
|
|
|
|
// current map name
|
|
exec function getMap()
|
|
{
|
|
local string mapName;
|
|
// local int i;
|
|
|
|
mapName = class'KFGameType'.static.getCurrentMapName(getController().level);
|
|
msg(mapName);
|
|
// getController().clientMessage(""$a_visibilityHandler.getCurrentMapName());
|
|
}
|
|
|
|
|
|
// print IP info
|
|
exec function getIP()
|
|
{
|
|
if (getPC())
|
|
msg(pc.getServerNetworkAddress());
|
|
}
|
|
|
|
|
|
// location info
|
|
exec function getLoc()
|
|
{
|
|
local vector loc;
|
|
|
|
if (getPawn() != none)
|
|
loc = getPawn().location;
|
|
else if (getController() != none)
|
|
loc = getController().location;
|
|
|
|
msg("Location is: " $ loc);
|
|
}
|
|
|
|
|
|
// print all vanilla characters
|
|
exec function getChar()
|
|
{
|
|
_.TellAbout(viewportOwner, "Chars");
|
|
}
|
|
|
|
|
|
// crash your game, might be helpful xD
|
|
exec function crashS()
|
|
{
|
|
KFPlayerReplicationInfo(getController().PlayerReplicationInfo).static.crash();
|
|
}
|
|
|
|
|
|
// show path nodes and paths
|
|
// source #1 seems like an outdated one: <https://wiki.beyondunreal.com/Legacy:Bot_Pathing>
|
|
// source #2: <https://docs.unrealengine.com/udk/Three/UsingWaypoints.html>
|
|
exec function sp(string s)
|
|
{
|
|
local bool b;
|
|
|
|
if (s ~= "help")
|
|
{
|
|
print_Console_arr(_.SPHelp);
|
|
return;
|
|
}
|
|
if (s ~= "1")
|
|
b = true;
|
|
|
|
checkVisibilityHandler();
|
|
a_visibilityHandler.showPathNodes(b);
|
|
a_visibilityHandler.ShowPaths(b);
|
|
Msg("Forcing path visibility to: " $ b);
|
|
}
|
|
|
|
|
|
// reconnect to server
|
|
exec function rc()
|
|
{
|
|
write_Console("Reconnect");
|
|
}
|
|
|
|
|
|
// disconnect from server
|
|
exec function dc()
|
|
{
|
|
write_Console("Disconnect");
|
|
// if we don't do this, we can get stuck at lobby sometimes
|
|
// N.B. this part is a bit laggy!
|
|
KFGUIController(viewportOwner.guiController).ReturnToMainMenu();
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
// TESTING AREA !!!
|
|
//=============================================================================
|
|
|
|
// exec function dbgop()
|
|
// {
|
|
// local array<string> array_s;
|
|
// local string s;
|
|
|
|
// msg(HideObjectPool.PrintObjList());
|
|
|
|
// s = HideObjectPool.PrintObjList();
|
|
// log(">>> dbgop " $ s);
|
|
|
|
// split(s, ";", array_s);
|
|
|
|
// print_Console_arr(array_s);
|
|
// }
|
|
|
|
|
|
// replace functions anytime, anywhere
|
|
exec function rf()
|
|
{
|
|
class'HideMut'.default.ref_HideMut.replace_Functions();
|
|
msg("We replaced functions again!");
|
|
}
|
|
|
|
|
|
exec function setXY(int x, int y)
|
|
{
|
|
Msg("X is " $ x $ " and Y is " $ y);
|
|
}
|
|
|
|
|
|
// lock server
|
|
// костыль но сорян
|
|
exec function test()
|
|
{
|
|
write_Console("adlog;admin ready;admin god;admin loaded;admin dosh all 500000;admin trader 6000 1;admin zeds off");
|
|
}
|
|
|
|
|
|
exec function ssc()
|
|
{
|
|
write_Console("admin summon SuperZombieMut.ZombieSuperScrake");
|
|
}
|
|
|
|
|
|
exec function mtp()
|
|
{
|
|
write_Console("mutate dosh 5000;mutate faked 4;mutate wave 9;mutate safeguard on;mutate safeguard reaction restart;mutate safeguard autoammo on;mutate safeguard automags on");
|
|
}
|
|
|
|
|
|
exec function la(string s)
|
|
{
|
|
class'o_AssetLoader'.static.LoadZedAsset(s, viewportOwner.actor.level);
|
|
}
|
|
// exec final function function setXYZ(int x, int y){}
|
|
|
|
|
|
exec function remshitanim(string s)
|
|
{
|
|
class'Settings'.default.bRemoveShitAnimations = !class'Settings'.default.bRemoveShitAnimations;
|
|
msg("Zap / burning animation removal status is " $ class'Settings'.default.bRemoveShitAnimations);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
|
|
defaultproperties
|
|
{
|
|
_=o_Utility'HideMut.HideMutInteraction.o_Utility_Instance'
|
|
o_Render=o_Render'HideMut.HideMutInteraction.o_Render_Instance'
|
|
bActive=False
|
|
bVisible=True
|
|
}
|