mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-17 01:51:17 +00:00
684 lines
16 KiB
C++
684 lines
16 KiB
C++
/*
|
|
**
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1999-2016 Randy Heit
|
|
** Copyright 2005-2016 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
// DESCRIPTION:
|
|
// Cheat sequence checking.
|
|
//
|
|
|
|
|
|
#include <stdlib.h>
|
|
#include <math.h>
|
|
|
|
#include "m_cheat.h"
|
|
#include "d_player.h"
|
|
#include "doomstat.h"
|
|
#include "gstrings.h"
|
|
#include "p_local.h"
|
|
#include "gi.h"
|
|
#include "p_enemy.h"
|
|
#include "sbar.h"
|
|
#include "c_dispatch.h"
|
|
#include "v_video.h"
|
|
#include "w_wad.h"
|
|
#include "a_keys.h"
|
|
#include "templates.h"
|
|
#include "c_console.h"
|
|
#include "r_data/r_translate.h"
|
|
#include "g_level.h"
|
|
#include "d_net.h"
|
|
#include "d_dehacked.h"
|
|
#include "gi.h"
|
|
#include "serializer.h"
|
|
#include "r_utility.h"
|
|
#include "a_morph.h"
|
|
#include "g_levellocals.h"
|
|
#include "vm.h"
|
|
#include "events.h"
|
|
#include "p_acs.h"
|
|
|
|
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
|
|
// writes some bytes to the network data stream, and the network code
|
|
// later calls us.
|
|
|
|
void cht_DoMDK(player_t *player, const char *mod)
|
|
{
|
|
if (player->mo == NULL)
|
|
{
|
|
Printf("%s\n", GStrings("TXT_WHAT_KILL"));
|
|
}
|
|
else if (!deathmatch)
|
|
{
|
|
// Don't allow this in deathmatch even with cheats enabled, because it's
|
|
// a very very cheap kill.
|
|
P_LineAttack(player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE,
|
|
P_AimLineAttack(player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
|
|
mod, NAME_BulletPuff);
|
|
}
|
|
}
|
|
|
|
void cht_DoCheat (player_t *player, int cheat)
|
|
{
|
|
static const char * const BeholdPowers[9] =
|
|
{
|
|
"PowerInvulnerable",
|
|
"PowerStrength",
|
|
"PowerInvisibility",
|
|
"PowerIronFeet",
|
|
"MapRevealer",
|
|
"PowerLightAmp",
|
|
"PowerShadow",
|
|
"PowerMask",
|
|
"PowerTargeter",
|
|
};
|
|
PClassActor *type;
|
|
AActor *item;
|
|
FString smsg;
|
|
const char *msg = "";
|
|
int i;
|
|
|
|
// No cheating when not having a pawn attached.
|
|
if (player->mo == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (cheat)
|
|
{
|
|
case CHT_IDDQD:
|
|
if (!(player->cheats & CF_GODMODE) && player->playerstate == PST_LIVE)
|
|
{
|
|
if (player->mo)
|
|
player->mo->health = deh.GodHealth;
|
|
|
|
player->health = deh.GodHealth;
|
|
}
|
|
// fall through to CHT_GOD
|
|
case CHT_GOD:
|
|
player->cheats ^= CF_GODMODE;
|
|
if (player->cheats & CF_GODMODE)
|
|
msg = GStrings("STSTR_DQDON");
|
|
else
|
|
msg = GStrings("STSTR_DQDOFF");
|
|
break;
|
|
|
|
case CHT_BUDDHA:
|
|
player->cheats ^= CF_BUDDHA;
|
|
if (player->cheats & CF_BUDDHA)
|
|
msg = GStrings("TXT_BUDDHAON");
|
|
else
|
|
msg = GStrings("TXT_BUDDHAOFF");
|
|
break;
|
|
|
|
case CHT_GOD2:
|
|
player->cheats ^= CF_GODMODE2;
|
|
if (player->cheats & CF_GODMODE2)
|
|
msg = GStrings("STSTR_DQD2ON");
|
|
else
|
|
msg = GStrings("STSTR_DQD2OFF");
|
|
break;
|
|
|
|
case CHT_BUDDHA2:
|
|
player->cheats ^= CF_BUDDHA2;
|
|
if (player->cheats & CF_BUDDHA2)
|
|
msg = GStrings("TXT_BUDDHA2ON");
|
|
else
|
|
msg = GStrings("TXT_BUDDHA2OFF");
|
|
break;
|
|
|
|
case CHT_NOCLIP:
|
|
player->cheats ^= CF_NOCLIP;
|
|
if (player->cheats & CF_NOCLIP)
|
|
msg = GStrings("STSTR_NCON");
|
|
else
|
|
msg = GStrings("STSTR_NCOFF");
|
|
break;
|
|
|
|
case CHT_NOCLIP2:
|
|
player->cheats ^= CF_NOCLIP2;
|
|
if (player->cheats & CF_NOCLIP2)
|
|
{
|
|
player->cheats |= CF_NOCLIP;
|
|
msg = GStrings("STSTR_NC2ON");
|
|
}
|
|
else
|
|
{
|
|
player->cheats &= ~CF_NOCLIP;
|
|
msg = GStrings("STSTR_NCOFF");
|
|
}
|
|
if (player->mo->Vel.X == 0) player->mo->Vel.X = MinVel; // force some lateral movement so that internal variables are up to date
|
|
break;
|
|
|
|
case CHT_NOVELOCITY:
|
|
player->cheats ^= CF_NOVELOCITY;
|
|
if (player->cheats & CF_NOVELOCITY)
|
|
msg = GStrings("TXT_LEADBOOTSON");
|
|
else
|
|
msg = GStrings("TXT_LEADBOOTSOFF");
|
|
break;
|
|
|
|
case CHT_FLY:
|
|
if (player->mo != NULL)
|
|
{
|
|
player->mo->flags7 ^= MF7_FLYCHEAT;
|
|
if (player->mo->flags7 & MF7_FLYCHEAT)
|
|
{
|
|
player->mo->flags |= MF_NOGRAVITY;
|
|
player->mo->flags2 |= MF2_FLY;
|
|
msg = GStrings("TXT_LIGHTER");
|
|
}
|
|
else
|
|
{
|
|
player->mo->flags &= ~MF_NOGRAVITY;
|
|
player->mo->flags2 &= ~MF2_FLY;
|
|
msg = GStrings("TXT_GRAVITY");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CHT_MORPH:
|
|
smsg = cht_Morph (player, PClass::FindActor (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer), true);
|
|
msg = smsg.GetChars();
|
|
break;
|
|
|
|
case CHT_NOTARGET:
|
|
player->cheats ^= CF_NOTARGET;
|
|
if (player->cheats & CF_NOTARGET)
|
|
msg = GStrings("TXT_NOTARGET_ON");
|
|
else
|
|
msg = GStrings("TXT_NOTARGET_OFF");
|
|
break;
|
|
|
|
case CHT_ANUBIS:
|
|
player->cheats ^= CF_FRIGHTENING;
|
|
if (player->cheats & CF_FRIGHTENING)
|
|
msg = GStrings("TXT_ANUBIS_ON");
|
|
else
|
|
msg = GStrings("TXT_ANUBIS_OFF");
|
|
break;
|
|
|
|
case CHT_CHASECAM:
|
|
player->cheats ^= CF_CHASECAM;
|
|
if (player->cheats & CF_CHASECAM)
|
|
msg = GStrings("TXT_CHASECAM_ON");
|
|
else
|
|
msg = GStrings("TXT_CHASECAM_OFF");
|
|
R_ResetViewInterpolation ();
|
|
break;
|
|
|
|
case CHT_CHAINSAW:
|
|
if (player->mo != NULL && player->health >= 0)
|
|
{
|
|
type = PClass::FindActor("Chainsaw");
|
|
if (player->mo->FindInventory (type) == NULL)
|
|
{
|
|
player->mo->GiveInventoryType (type);
|
|
}
|
|
msg = GStrings("STSTR_CHOPPERS");
|
|
}
|
|
// [RH] The original cheat also set powers[pw_invulnerability] to true.
|
|
// Since this is a timer and not a boolean, it effectively turned off
|
|
// the invulnerability powerup, although it looks like it was meant to
|
|
// turn it on.
|
|
break;
|
|
|
|
case CHT_POWER:
|
|
if (player->mo != NULL && player->health >= 0)
|
|
{
|
|
item = player->mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true);
|
|
if (item != NULL)
|
|
{
|
|
item->Destroy ();
|
|
msg = GStrings("TXT_CHEATPOWEROFF");
|
|
}
|
|
else
|
|
{
|
|
player->mo->GiveInventoryType (PClass::FindActor(NAME_PowerWeaponLevel2));
|
|
msg = GStrings("TXT_CHEATPOWERON");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CHT_IDKFA:
|
|
cht_Give (player, "backpack");
|
|
cht_Give (player, "weapons");
|
|
cht_Give (player, "ammo");
|
|
cht_Give (player, "keys");
|
|
cht_Give (player, "armor");
|
|
msg = GStrings("STSTR_KFAADDED");
|
|
break;
|
|
|
|
case CHT_IDFA:
|
|
cht_Give (player, "backpack");
|
|
cht_Give (player, "weapons");
|
|
cht_Give (player, "ammo");
|
|
cht_Give (player, "armor");
|
|
msg = GStrings("STSTR_FAADDED");
|
|
break;
|
|
|
|
case CHT_BEHOLDV:
|
|
case CHT_BEHOLDS:
|
|
case CHT_BEHOLDI:
|
|
case CHT_BEHOLDR:
|
|
case CHT_BEHOLDA:
|
|
case CHT_BEHOLDL:
|
|
case CHT_PUMPUPI:
|
|
case CHT_PUMPUPM:
|
|
case CHT_PUMPUPT:
|
|
i = cheat - CHT_BEHOLDV;
|
|
|
|
if (i == 4)
|
|
{
|
|
level.flags2 ^= LEVEL2_ALLMAP;
|
|
}
|
|
else if (player->mo != NULL && player->health >= 0)
|
|
{
|
|
item = player->mo->FindInventory(BeholdPowers[i]);
|
|
if (item == NULL)
|
|
{
|
|
if (i != 0)
|
|
{
|
|
cht_Give(player, BeholdPowers[i]);
|
|
if (cheat == CHT_BEHOLDS)
|
|
{
|
|
P_GiveBody (player->mo, -100);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Let's give the item here so that the power doesn't need colormap information.
|
|
cht_Give(player, "InvulnerabilitySphere");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
item->Destroy ();
|
|
}
|
|
}
|
|
msg = GStrings("STSTR_BEHOLDX");
|
|
break;
|
|
|
|
case CHT_MASSACRE:
|
|
case CHT_MASSACRE2:
|
|
{
|
|
int killcount = P_Massacre (cheat == CHT_MASSACRE2);
|
|
// killough 3/22/98: make more intelligent about plural
|
|
if (killcount == 1)
|
|
{
|
|
msg = GStrings(cheat == CHT_MASSACRE? "TXT_MONSTER_KILLED" : "TXT_BADDIE_KILLED");
|
|
}
|
|
else
|
|
{
|
|
// Note: Do not use the language string directly as a format template!
|
|
smsg = GStrings(cheat == CHT_MASSACRE? "TXT_MONSTERS_KILLED" : "TXT_BADDIES_KILLED");
|
|
FStringf countstr("%d", killcount);
|
|
smsg.Substitute("%d", countstr);
|
|
msg = smsg.GetChars();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CHT_HEALTH:
|
|
if (player->mo != NULL && player->playerstate == PST_LIVE)
|
|
{
|
|
player->health = player->mo->health = player->mo->GetDefault()->health;
|
|
msg = GStrings("TXT_CHEATHEALTH");
|
|
}
|
|
break;
|
|
|
|
case CHT_KEYS:
|
|
cht_Give (player, "keys");
|
|
msg = GStrings("TXT_CHEATKEYS");
|
|
break;
|
|
|
|
// [GRB]
|
|
case CHT_RESSURECT:
|
|
if (player->playerstate != PST_LIVE && player->mo != nullptr)
|
|
{
|
|
if (player->mo->IsKindOf("PlayerChunk"))
|
|
{
|
|
Printf("%s\n", GStrings("TXT_NO_RESURRECT"));
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
player->Resurrect();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CHT_GIMMIEA:
|
|
cht_Give (player, "ArtiInvulnerability");
|
|
msg = GStrings("TAG_ARTIINVULNERABILITY");
|
|
break;
|
|
|
|
case CHT_GIMMIEB:
|
|
cht_Give (player, "ArtiInvisibility");
|
|
msg = GStrings("TAG_ARTIINVISIBILITY");
|
|
break;
|
|
|
|
case CHT_GIMMIEC:
|
|
cht_Give (player, "ArtiHealth");
|
|
msg = GStrings("TAG_ARTIHEALTH");
|
|
break;
|
|
|
|
case CHT_GIMMIED:
|
|
cht_Give (player, "ArtiSuperHealth");
|
|
msg = GStrings("TAG_ARTISUPERHEALTH");
|
|
break;
|
|
|
|
case CHT_GIMMIEE:
|
|
cht_Give (player, "ArtiTomeOfPower");
|
|
msg = GStrings("TAG_ARTITOMEOFPOWER");
|
|
break;
|
|
|
|
case CHT_GIMMIEF:
|
|
cht_Give (player, "ArtiTorch");
|
|
msg = GStrings("TAG_ARTITORCH");
|
|
break;
|
|
|
|
case CHT_GIMMIEG:
|
|
cht_Give (player, "ArtiTimeBomb");
|
|
msg = GStrings("TAG_ARTIFIREBOMB");
|
|
break;
|
|
|
|
case CHT_GIMMIEH:
|
|
cht_Give (player, "ArtiEgg");
|
|
msg = GStrings("TAG_ARTIEGG");
|
|
break;
|
|
|
|
case CHT_GIMMIEI:
|
|
cht_Give (player, "ArtiFly");
|
|
msg = GStrings("TAG_ARTIFLY");
|
|
break;
|
|
|
|
case CHT_GIMMIEJ:
|
|
cht_Give (player, "ArtiTeleport");
|
|
msg = GStrings("TAG_ARTITELEPORT");
|
|
break;
|
|
|
|
case CHT_GIMMIEZ:
|
|
for (int i=0;i<16;i++)
|
|
{
|
|
cht_Give (player, "artifacts");
|
|
}
|
|
msg = GStrings("TAG_ALL_ARTIFACTS");
|
|
break;
|
|
|
|
case CHT_TAKEWEAPS:
|
|
cht_Takeweaps(player);
|
|
msg = GStrings("TXT_CHEATIDKFA");
|
|
break;
|
|
|
|
case CHT_NOWUDIE:
|
|
cht_Suicide (player);
|
|
msg = GStrings("TXT_CHEATIDDQD");
|
|
break;
|
|
|
|
case CHT_ALLARTI:
|
|
for (int i=0;i<25;i++)
|
|
{
|
|
cht_Give (player, "artifacts");
|
|
}
|
|
msg = GStrings("TXT_CHEATARTIFACTS3");
|
|
break;
|
|
|
|
case CHT_PUZZLE:
|
|
cht_Give (player, "puzzlepieces");
|
|
msg = GStrings("TXT_CHEATARTIFACTS3");
|
|
break;
|
|
|
|
case CHT_MDK:
|
|
if (player->mo == nullptr)
|
|
{
|
|
Printf ("%s\n", GStrings("TXT_WHAT_KILL"));
|
|
return;
|
|
}
|
|
else if (!deathmatch)
|
|
{
|
|
// Don't allow this in deathmatch even with cheats enabled, because it's
|
|
// a very very cheap kill.
|
|
P_LineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE,
|
|
P_AimLineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
|
|
NAME_MDK, NAME_BulletPuff);
|
|
}
|
|
break;
|
|
|
|
case CHT_DONNYTRUMP:
|
|
cht_Give (player, "HealthTraining");
|
|
msg = GStrings("TXT_MIDASTOUCH");
|
|
break;
|
|
|
|
case CHT_LEGO:
|
|
if (player->mo != NULL && player->health >= 0)
|
|
{
|
|
static VMFunction *gsp = nullptr;
|
|
if (gsp == nullptr) PClass::FindFunction(&gsp, NAME_Sigil, NAME_GiveSigilPiece);
|
|
if (gsp)
|
|
{
|
|
VMValue params[1] = { player->mo };
|
|
VMReturn ret;
|
|
int oldpieces = 1;
|
|
ret.IntAt(&oldpieces);
|
|
VMCall(gsp, params, 1, &ret, 1);
|
|
item = player->mo->FindInventory(NAME_Sigil);
|
|
|
|
if (item != NULL)
|
|
{
|
|
if (oldpieces == 5)
|
|
{
|
|
item->Destroy();
|
|
}
|
|
else
|
|
{
|
|
player->PendingWeapon = item;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CHT_PUMPUPH:
|
|
cht_Give (player, "MedPatch");
|
|
cht_Give (player, "MedicalKit");
|
|
cht_Give (player, "SurgeryKit");
|
|
msg = GStrings("TXT_GOTSTUFF");
|
|
break;
|
|
|
|
case CHT_PUMPUPP:
|
|
cht_Give (player, "AmmoSatchel");
|
|
msg = GStrings("TXT_GOTSTUFF");
|
|
break;
|
|
|
|
case CHT_PUMPUPS:
|
|
cht_Give (player, "UpgradeStamina", 10);
|
|
cht_Give (player, "UpgradeAccuracy");
|
|
msg = GStrings("TXT_GOTSTUFF");
|
|
break;
|
|
|
|
case CHT_CLEARFROZENPROPS:
|
|
player->cheats &= ~(CF_FROZEN|CF_TOTALLYFROZEN);
|
|
msg = GStrings("TXT_NOT_FROZEN");
|
|
break;
|
|
|
|
case CHT_FREEZE:
|
|
bglobal.changefreeze ^= 1;
|
|
if (bglobal.freeze ^ bglobal.changefreeze)
|
|
{
|
|
msg = GStrings("TXT_FREEZEON");
|
|
}
|
|
else
|
|
{
|
|
msg = GStrings("TXT_FREEZEOFF");
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (!msg || !*msg) // [SO] Don't print blank lines!
|
|
return;
|
|
|
|
if (player == &players[consoleplayer])
|
|
Printf ("%s\n", msg);
|
|
else if (cheat != CHT_CHASECAM)
|
|
{
|
|
FString message = GStrings("TXT_X_CHEATS");
|
|
message.Substitute("%s", player->userinfo.GetName());
|
|
Printf("%s: %s\n", message.GetChars(), msg);
|
|
}
|
|
}
|
|
|
|
FString cht_Morph(player_t *player, PClassActor *morphclass, bool quickundo)
|
|
{
|
|
if (player->mo == nullptr) return "";
|
|
|
|
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatMorph)
|
|
{
|
|
FString message;
|
|
VMReturn msgret(&message);
|
|
VMValue params[3] = { player->mo, morphclass, quickundo };
|
|
VMCall(func, params, 3, &msgret, 1);
|
|
return message;
|
|
}
|
|
return "";
|
|
}
|
|
|
|
void cht_SetInv(player_t *player, const char *string, int amount, bool beyond)
|
|
{
|
|
if (!player->mo) return;
|
|
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTakeInv)
|
|
{
|
|
FString message = string;
|
|
VMValue params[] = { player->mo, &message, amount, beyond };
|
|
VMCall(func, params, 4, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void cht_Give (player_t *player, const char *name, int amount)
|
|
{
|
|
if (!player->mo) return;
|
|
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatGive)
|
|
{
|
|
FString namestr = name;
|
|
VMValue params[3] = { player->mo, &namestr, amount };
|
|
VMCall(func, params, 3, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void cht_Take (player_t *player, const char *name, int amount)
|
|
{
|
|
if (!player->mo) return;
|
|
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTake)
|
|
{
|
|
FString namestr = name;
|
|
VMValue params[3] = { player->mo, &namestr, amount };
|
|
VMCall(func, params, 3, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void cht_Takeweaps(player_t *player)
|
|
{
|
|
if (!player->mo) return;
|
|
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTakeWeaps)
|
|
{
|
|
VMValue params[3] = { player->mo };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
class DSuicider : public DThinker
|
|
{
|
|
DECLARE_CLASS(DSuicider, DThinker)
|
|
HAS_OBJECT_POINTERS;
|
|
public:
|
|
TObjPtr<AActor*> Pawn;
|
|
|
|
void Tick()
|
|
{
|
|
Pawn->flags |= MF_SHOOTABLE;
|
|
Pawn->flags2 &= ~MF2_INVULNERABLE;
|
|
// Store the player's current damage factor, to restore it later.
|
|
double plyrdmgfact = Pawn->DamageFactor;
|
|
Pawn->DamageFactor = 1.;
|
|
P_DamageMobj (Pawn, Pawn, Pawn, TELEFRAG_DAMAGE, NAME_Suicide);
|
|
Pawn->DamageFactor = plyrdmgfact;
|
|
if (Pawn->health <= 0)
|
|
{
|
|
Pawn->flags &= ~MF_SHOOTABLE;
|
|
}
|
|
Destroy();
|
|
}
|
|
// You'll probably never be able to catch this in a save game, but
|
|
// just in case, add a proper serializer.
|
|
void Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize(arc);
|
|
arc("pawn", Pawn);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_CLASS(DSuicider, false, true)
|
|
|
|
IMPLEMENT_POINTERS_START(DSuicider)
|
|
IMPLEMENT_POINTER(Pawn)
|
|
IMPLEMENT_POINTERS_END
|
|
|
|
void cht_Suicide (player_t *plyr)
|
|
{
|
|
// If this cheat was initiated by the suicide ccmd, and this is a single
|
|
// player game, the CHT_SUICIDE will be processed before the tic is run,
|
|
// so the console has not gone up yet. Use a temporary thinker to delay
|
|
// the suicide until the game ticks so that death noises can be heard on
|
|
// the initial tick.
|
|
if (plyr->mo != NULL)
|
|
{
|
|
DSuicider *suicide = Create<DSuicider>();
|
|
suicide->Pawn = plyr->mo;
|
|
GC::WriteBarrier(suicide, suicide->Pawn);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(APlayerPawn, CheatSuicide)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
cht_Suicide(self->player);
|
|
return 0;
|
|
}
|
|
|
|
CCMD (mdk)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
const char *name = argv.argc() > 1 ? argv[1] : "";
|
|
Net_WriteByte (DEM_MDK);
|
|
Net_WriteString(name);
|
|
}
|