rott/kf_sources/HideMut/Classes/HideMutInteraction.uc
2026-07-14 20:27:09 +07:00

1698 lines
37 KiB
Ucode

class HideMutInteraction extends Interaction
config(HideMut);
// ====================================================
// N.B. Important references
// don't forget to null them on map switch !!
var protected KFPlayerController pc;
var protected a_CashTosser a_CashTosser;
var protected a_WeaponTosser a_WeaponTosser;
var a_WeaponManager a_weaponManager;
var a_VisibilityHandler a_visibilityHandler;
// store all our bullshit here
// var HideObjectPool HideObjectPool;
// handy shortcuts
// for degug: editobj o_Utility_instance, editobj o_Render_instance
var o_Utility _;
var o_Render o_Render;
var bool bBuyMode;
var bool bCP;
var bool bReveal;
var bool bInitialized;
// crosshair shit
var config float XLength, XWidth;
var config Color CrosshairColor;
var config bool bCross;
// zed health bar related
var transient bool bHPBar;
var config float fHPBar;
// lighting related
var Halo HaloLight;
var transient bool bHalo;
event Created()
{
super.Created();
// TEST!!! this should be persistent enough!
// HideObjectPool = new() class'HideObjectPool';
}
// auto state DoSomeStuff
// {
// event beginstate()
// {
// bRequiresTick = true;
// log(">>> FUCK YEA WE ARE ALIVE");
// }
// event Tick(float deltatime)
// {
// if (viewportOwner != none)
// {
// bRequiresTick = false;
// gotostate('');
// }
// }
// }
// =============================================================================
// CLEANUP
// =============================================================================
// editobj a_weaponmanager0
event NotifyLevelChange()
{
// remove our references or we will crash eventually
pc = none;
// 1. loading standard zed assets
// this method works far better without actor spawning
// and we really need to call it just once
class'o_AssetLoader'.static.LoadZedAsset("", viewportOwner.actor.level);
// so we can catch our spawn time
bInitialized = false;
// Does this interaction require game TICK
bRequiresTick = class'Settings'.default.bRandomName;
if (a_weaponManager != none)
{
a_weaponManager.Termination();
a_weaponManager = none;
}
if (a_WeaponTosser != none)
{
a_WeaponTosser.Termination();
a_WeaponTosser = none;
}
if (a_CashTosser != none)
{
a_CashTosser.Termination();
a_CashTosser = none;
}
if (a_visibilityHandler != none)
{
a_visibilityHandler.Termination();
a_visibilityHandler = none;
}
// clean the memory, this is mostly crash free
write_Console("obj garbage;flush");
}
//=============================================================================
// THE TICK !!!
//=============================================================================
function Tick(float DeltaTime)
{
// auto rename on game login
if (!bInitialized && class'Settings'.default.bRandomName && KFPlayerReplicationInfo(ViewportOwner.Actor.PlayerReplicationInfo) != none)
{
SN(_.getRandString(0));
bInitialized = true;
bRequiresTick = false;
}
}
//=============================================================================
// FAST-ACCESS FUNCTIONS
//=============================================================================
// toss a string array, get the Console, and execute everything in a safe, clean way, DIVIDER ";"
final private function write_Console(string s)
{
_.write_Console(s, viewportOwner);
}
// privately prints from ARRAY to console
final private function print_Console_arr(array<string> s)
{
_.print_Console_arr(s, viewportOwner);
}
// privately prints from STRING to console, accepts arrays with DIVIDER ";"
final private function print_Console_s(string s)
{
_.print_Console_s(s, viewportOwner);
}
final private function a_WeaponManager getWMActor()
{
local KFPlayerController lpc;
lpc = getController();
// if none - do everything properly
if (a_WeaponManager == none)
{
a_weaponManager = lpc.spawn(class'a_WeaponManager');
a_weaponManager.kfpc = lpc;
}
// if somehow pc differs - fix it
if (a_weaponManager.kfpc != lpc)
a_weaponManager.kfpc = lpc;
if (getPawn().weapon == none)
lpc.switchToBestWeapon();
return a_weaponManager;
}
final function checkVisibilityHandler()
{
if (getPC() && a_visibilityHandler == none)
a_visibilityHandler = pc.spawn(class'a_VisibilityHandler', pc);
}
final private function KFHumanPawn getPawn()
{
// if (viewportOwner.actor == none)
// return none;
return KFHumanPawn(KFPlayerController(viewportOwner.actor).pawn);
}
final private function KFPlayerController getController()
{
if (pc == none)
pc = KFPlayerController(viewportOwner.actor);
return pc;
}
// check if we have a kfplayercontroller and return PC if true
final private function bool getPC()
{
if (KFPlayerController(viewportOwner.actor) != none)
pc = KFPlayerController(viewportOwner.actor);
return (pc != none);
}
// are we an alive controller?
final private function bool isPlayerAlive()
{
if (!getPC() || pc.isInState('Spectating') || pc.isInState('Dead') || pc.isInState('PlayerWaiting') || pc.isInState('WaitingForPawn'))
return false;
return true;
}
// show a message in text area, without printing it in console
final protected function msg(string message)
{
if (getPC())
pc.myHUD.AddTextMessage(message, class'LocalMessage', pc.playerReplicationInfo);
}
// simply open menus from classes
final private function GCtrl_OpenMenu(class c)
{
local string s;
s = string(c);
GUIController(viewportOwner.guiController).openMenu(s);
}
//=============================================================================
// MENUS
//=============================================================================
// latest version atm, Bi's
exec function hideMenuNew()
{
checkVisibilityHandler(); // TODO: do I need it here?
GCtrl_OpenMenu(class'menu_Hide');
}
// Chaos's menu
exec function hideMenu()
{
GCtrl_OpenMenu(class'menu_c_New');
}
// very old one, Bi's second version
exec function hideMenuOld()
{
GCtrl_OpenMenu(class'menu_Old');
}
// weapon menu
exec function weaponManagement()
{
GCtrl_OpenMenu(class'menu_WeaponManager');
}
// shortcut for weaponManagement
exec function wm()
{
write_Console("weaponManagement");
}
// returns player to lobby menu if match haven't started yet
exec function lobby()
{
if (getPC())
{
pc.StopForceFeedback(); // jdf - no way to pause feedback
pc.bPendingLobbyDisplay = false;
// Open menu
pc.ClientOpenMenu(string(class'HideLobbyMenu'));
}
}
// opens custom ingame chat windows. Default class is reserved for mod startup
exec function chatwindow()
{
GCtrl_OpenMenu(class'Hide_IngameChat');
}
// shortcut for ^
exec function cw()
{
chatwindow();
}
exec function doTheMagic()
{
checkVisibilityHandler();
a_visibilityHandler.doTheMagic();
}
// =============================================================================
// ADMIN HELPERS
// =============================================================================
// log in as administrator/log off
// uses admin accounts from config
exec function adlog()
{
if (getPC())
_.adlog(pc);
}
exec function adloginfo()
{
if (getPC())
_.adlog_Info(pc);
}
exec function adlogadd(string msg)
{
if (getPC())
_.adlog_Control(pc, true, msg);
}
exec function adlogrem()
{
if (getPC())
_.adlog_Control(pc, false, "");
}
// =============================================================================
// Keybind Processing
// =============================================================================
// IST_None <NOT USED ANYWHERE, PROLLY NOT WORKING!> Not performing special input processing
// IST_Press Handling a keypress or button press
// IST_Hold <NOT WORKING!> Handling holding a key or button
// IST_Release <USED ONLY FOR CONSOLE TOGGLING> Handling a key or button release
// IST_Axis <NOT USED ANYWHERE, PROLLY NOT WORKING!> Handling analog axis movement
// function bool KeyEvent( out EInputKey Key, out EInputAction Action, FLOAT Delta )
// {
// local string Alias, LeftPart, RigthPart;
// // If this is a button press - detect alias
// if (Action == IST_Press)
// {
// log("YEAH WE ARE HOLDING A BUTTON !!!!!");
// Alias = getController().ConsoleCommand("KEYBINDING" @ getController().ConsoleCommand("KEYNAME" @ Key));
// if (Divide(Alias, " ", LeftPart, RigthPart))
// Alias = LeftPart;
// if (Alias ~= "tosscash")
// return dropAllDosh();
// }
// return false;
// }
// final function bool dropAllDosh()
// {
// if (getController() == none)
// return false;
// else
// {
// getController().ConsoleCommand("tosscash " $ 1000000);
// return true;
// }
// }
//=============================================================================
// CRASHING n Nades
//=============================================================================
// requires at least 2-3k dosh
exec function crashServer()
{
_.doshspam(getPawn());
}
// nade technic
exec function crashServer2()
{
_.nadespam(getPawn(), 100);
}
// spec - join technic
exec function crashServer3()
{
_.specspam(getController());
}
// infinite nades for vanilla
exec function nade()
{
_.ThrowNade(getPawn());
}
// quick input switching
exec function vnade(optional bool b)
{
if (b)
write_Console("set input g nade");
else
write_Console("set input g thrownade");
}
// infinite nades for vanilla
exec function bignade(int i)
{
_.nadespam(getPawn(), i);
}
//=============================================================================
// Trader
//=============================================================================
// Buys vest
exec function buyKevlar()
{
getPawn().serverBuyKevlar();
}
// Restores HP (Constant 150£)
exec function buyHP()
{
getPawn().serverBuyFirstAid();
}
// Buys ammo for all weapons
exec function buyAmmo()
{
local KFHumanPawn me;
local Inventory inv;
local KFWeapon kfw;
me = getPawn();
if (me == none)
return;
for (inv = me.inventory; inv != none; inv = inv.inventory)
{
kfw = KFWeapon(inv);
// exclude welder!!! it can give infinite dosh due to 0 dividing
if (kfw != none && !kfw.IsA('Syringe'))
{
if (kfw.ammoClass[0] != none)
me.serverBuyAmmo(kfw.ammoClass[0], false);
if (kfw.AmmoClass[1] != none)
me.serverBuyAmmo(kfw.ammoClass[1], false);
}
}
}
// Allows to buy any weapon with its class name
exec function buy(string weaponClassName)
{
local class<KFWeapon> weaponToBuy;
weaponToBuy = class<KFWeapon>(dynamicLoadObject(weaponClassName, class'Class', true));
getPawn().serverBuyWeapon(weaponToBuy, 0);
}
// Buys all vanilla weapons
exec function buyAll()
{
local int i;
local KFHumanPawn me;
local array<class <KFWeapon> > Weapons;
// fail safe
me = getPawn();
if (!isPlayerAlive() || me == none)
return;
Weapons = _.getALLWeapons(pc);
for (i = 0; i < Weapons.length; i++)
{
me.serverBuyWeapon(Weapons[i],0);
}
// msg("You've just bought every single weapon in KF, you sick bastard.");
}
// unlocks all DLC weapons
// requires modified Engine.u
exec function unlockDlc()
{
getController().serverInitializeSteamStatInt(200, 4095);
KFSteamStatsAndAchievements(getController().steamStatsAndAchievements).ownedWeaponDLC.value = 4095;
msg("All DLCs were unlocked.");
}
//=============================================================================
// WEAPON MANAGEMENT
//=============================================================================
exec function reallyQuickHeal()
{
if (getPawn() != none)
getWMActor().reallyQuickHeal();
}
exec function hide_getWeapon(byte F)
{
if (getPawn() != none)
getWMActor().hide_getWeapon(F);
}
//=============================================================================
// WEAPON FUNCTIONS
//=============================================================================
exec function showPriority()
{
msg(string(getPawn().weapon.default.priority));
}
// fast shooting
exec function nonStop(optional bool bNewWaitForRelease, optional bool bAllWeapons)
{
local Inventory Inv;
local KFHumanPawn me;
local KFWeapon kfw;
me = getPawn();
if (!bAllWeapons)
{
kfw = KFWeapon(me.weapon);
if (kfw != none)
kfw.serverChangeFireMode(bNewWaitForRelease);
}
else
{
for(Inv = me.Inventory; Inv != none; Inv = Inv.Inventory)
{
kfw = KFWeapon(Inv);
if (kfw != none && kfw.bConsumesPhysicalAmmo && !kfw.bMeleeWeapon)
kfw.serverChangeFireMode(bNewWaitForRelease);
}
}
// KFHumanPawn(KFPlayerController(viewportOwner.actor).pawn);
// KFWeapon(KFHumanPawn(getController().pawn).weapon).serverChangeFireMode(bNewWaitForRelease);
// KFWeapon(KFHumanPawn(getController().pawn).weapon).fireMode[0].bWaitForRelease = bNewWaitForRelease;
}
// no recoil
exec function nr()
{
local WeaponFire wf;
local KFFire kff;
local KFShotgunFire kfsf;
forEach allObjects(class'WeaponFire', wf)
{
if (wf == none)
continue;
kff = KFFire(wf);
if (kff != none)
{
kff.RecoilRate = 0.0;
kff.maxVerticalRecoilAngle = 0;
kff.maxHorizontalRecoilAngle = 0;
}
kfsf = KFShotgunFire(wf);
if (kfsf != none)
{
kfsf.RecoilRate = 0.0;
kfsf.maxVerticalRecoilAngle = 0;
kfsf.maxHorizontalRecoilAngle = 0;
}
// kfsf.RandomPitchAdjustAmt = 0;
// kfsf.Spread = 0;
// kfsf.SpreadStyle=SS_None;
// kfsf.FireRate=20;
// kfsf.ProjPerFire=50;
}
}
// infinite flashlight
exec function fl(optional bool bCleanup)
{
local Effect_TacLightProjector FlashLight;
if (bCleanup)
{
foreach allObjects(class'Effect_TacLightProjector', FlashLight)
FlashLight.destroy();
return;
}
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
}