mirror of
https://github.com/ZDoom/qzdoom.git
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679 lines
16 KiB
C++
679 lines
16 KiB
C++
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 1999-2016 Randy Heit
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// DESCRIPTION:
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// Cheat sequence checking.
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//
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#include <stdlib.h>
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#include "m_cheat.h"
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#include "d_player.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "gi.h"
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#include "p_enemy.h"
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#include "sbar.h"
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#include "c_dispatch.h"
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#include "a_keys.h"
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#include "d_net.h"
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#include "serializer.h"
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#include "serialize_obj.h"
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#include "r_utility.h"
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#include "a_morph.h"
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#include "g_levellocals.h"
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#include "vm.h"
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uint8_t globalfreeze, globalchangefreeze; // user's freeze state.
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// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
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// writes some bytes to the network data stream, and the network code
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// later calls us.
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void cht_DoMDK(player_t *player, const char *mod)
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{
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if (player->mo == NULL)
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{
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Printf("%s\n", GStrings("TXT_WHAT_KILL"));
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}
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else if (!deathmatch)
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{
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// Don't allow this in deathmatch even with cheats enabled, because it's
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// a very very cheap kill.
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P_LineAttack(player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE,
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P_AimLineAttack(player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
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mod, NAME_BulletPuff);
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}
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}
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void cht_DoCheat (player_t *player, int cheat)
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{
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static const char * const BeholdPowers[9] =
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{
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"PowerInvulnerable",
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"PowerStrength",
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"PowerInvisibility",
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"PowerIronFeet",
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"MapRevealer",
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"PowerLightAmp",
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"PowerShadow",
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"PowerMask",
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"PowerTargeter",
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};
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PClassActor *type;
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AActor *item;
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FString smsg;
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const char *msg = "";
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int i;
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// No cheating when not having a pawn attached.
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if (player->mo == nullptr)
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{
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return;
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}
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switch (cheat)
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{
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case CHT_IDDQD:
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if (!(player->cheats & CF_GODMODE) && player->playerstate == PST_LIVE)
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{
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if (player->mo)
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player->mo->health = deh.GodHealth;
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player->health = deh.GodHealth;
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}
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// fall through to CHT_GOD
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case CHT_GOD:
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player->cheats ^= CF_GODMODE;
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if (player->cheats & CF_GODMODE)
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msg = GStrings("STSTR_DQDON");
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else
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msg = GStrings("STSTR_DQDOFF");
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break;
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case CHT_BUDDHA:
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player->cheats ^= CF_BUDDHA;
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if (player->cheats & CF_BUDDHA)
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msg = GStrings("TXT_BUDDHAON");
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else
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msg = GStrings("TXT_BUDDHAOFF");
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break;
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case CHT_GOD2:
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player->cheats ^= CF_GODMODE2;
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if (player->cheats & CF_GODMODE2)
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msg = GStrings("STSTR_DQD2ON");
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else
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msg = GStrings("STSTR_DQD2OFF");
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break;
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case CHT_BUDDHA2:
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player->cheats ^= CF_BUDDHA2;
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if (player->cheats & CF_BUDDHA2)
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msg = GStrings("TXT_BUDDHA2ON");
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else
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msg = GStrings("TXT_BUDDHA2OFF");
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break;
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case CHT_NOCLIP:
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player->cheats ^= CF_NOCLIP;
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if (player->cheats & CF_NOCLIP)
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msg = GStrings("STSTR_NCON");
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else
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msg = GStrings("STSTR_NCOFF");
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break;
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case CHT_NOCLIP2:
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player->cheats ^= CF_NOCLIP2;
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if (player->cheats & CF_NOCLIP2)
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{
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player->cheats |= CF_NOCLIP;
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msg = GStrings("STSTR_NC2ON");
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}
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else
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{
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player->cheats &= ~CF_NOCLIP;
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msg = GStrings("STSTR_NCOFF");
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}
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if (player->mo->Vel.X == 0) player->mo->Vel.X = MinVel; // force some lateral movement so that internal variables are up to date
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break;
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case CHT_NOVELOCITY:
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player->cheats ^= CF_NOVELOCITY;
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if (player->cheats & CF_NOVELOCITY)
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msg = GStrings("TXT_LEADBOOTSON");
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else
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msg = GStrings("TXT_LEADBOOTSOFF");
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break;
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case CHT_FLY:
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if (player->mo != NULL)
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{
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player->mo->flags7 ^= MF7_FLYCHEAT;
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if (player->mo->flags7 & MF7_FLYCHEAT)
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{
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player->mo->flags |= MF_NOGRAVITY;
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player->mo->flags2 |= MF2_FLY;
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msg = GStrings("TXT_LIGHTER");
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}
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else
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{
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player->mo->flags &= ~MF_NOGRAVITY;
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player->mo->flags2 &= ~MF2_FLY;
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msg = GStrings("TXT_GRAVITY");
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}
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}
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break;
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case CHT_MORPH:
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smsg = cht_Morph (player, PClass::FindActor (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer), true);
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msg = smsg.GetChars();
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break;
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case CHT_NOTARGET:
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player->cheats ^= CF_NOTARGET;
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if (player->cheats & CF_NOTARGET)
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msg = GStrings("TXT_NOTARGET_ON");
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else
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msg = GStrings("TXT_NOTARGET_OFF");
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break;
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case CHT_ANUBIS:
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player->cheats ^= CF_FRIGHTENING;
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if (player->cheats & CF_FRIGHTENING)
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msg = GStrings("TXT_ANUBIS_ON");
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else
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msg = GStrings("TXT_ANUBIS_OFF");
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break;
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case CHT_CHASECAM:
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player->cheats ^= CF_CHASECAM;
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if (player->cheats & CF_CHASECAM)
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msg = GStrings("TXT_CHASECAM_ON");
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else
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msg = GStrings("TXT_CHASECAM_OFF");
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R_ResetViewInterpolation ();
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break;
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case CHT_CHAINSAW:
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if (player->mo != NULL && player->health >= 0)
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{
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type = PClass::FindActor("Chainsaw");
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if (player->mo->FindInventory (type) == NULL)
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{
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player->mo->GiveInventoryType (type);
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}
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msg = GStrings("STSTR_CHOPPERS");
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}
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// [RH] The original cheat also set powers[pw_invulnerability] to true.
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// Since this is a timer and not a boolean, it effectively turned off
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// the invulnerability powerup, although it looks like it was meant to
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// turn it on.
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break;
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case CHT_POWER:
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if (player->mo != NULL && player->health >= 0)
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{
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item = player->mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true);
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if (item != NULL)
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{
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item->Destroy ();
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msg = GStrings("TXT_CHEATPOWEROFF");
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}
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else
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{
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player->mo->GiveInventoryType (PClass::FindActor(NAME_PowerWeaponLevel2));
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msg = GStrings("TXT_CHEATPOWERON");
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}
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}
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break;
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case CHT_IDKFA:
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cht_Give (player, "backpack");
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cht_Give (player, "weapons");
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cht_Give (player, "ammo");
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cht_Give (player, "keys");
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cht_Give (player, "armor");
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msg = GStrings("STSTR_KFAADDED");
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break;
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case CHT_IDFA:
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cht_Give (player, "backpack");
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cht_Give (player, "weapons");
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cht_Give (player, "ammo");
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cht_Give (player, "armor");
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msg = GStrings("STSTR_FAADDED");
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break;
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case CHT_BEHOLDV:
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case CHT_BEHOLDS:
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case CHT_BEHOLDI:
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case CHT_BEHOLDR:
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case CHT_BEHOLDA:
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case CHT_BEHOLDL:
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case CHT_PUMPUPI:
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case CHT_PUMPUPM:
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case CHT_PUMPUPT:
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i = cheat - CHT_BEHOLDV;
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if (i == 4)
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{
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for (auto Level : AllLevels())
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{
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Level->flags2 ^= LEVEL2_ALLMAP;
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}
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}
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else if (player->mo != NULL && player->health >= 0)
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{
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item = player->mo->FindInventory(BeholdPowers[i]);
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if (item == NULL)
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{
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if (i != 0)
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{
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cht_Give(player, BeholdPowers[i]);
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if (cheat == CHT_BEHOLDS)
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{
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P_GiveBody (player->mo, -100);
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}
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}
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else
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{
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// Let's give the item here so that the power doesn't need colormap information.
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cht_Give(player, "InvulnerabilitySphere");
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}
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}
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else
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{
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item->Destroy ();
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}
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}
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msg = GStrings("STSTR_BEHOLDX");
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break;
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case CHT_MASSACRE:
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case CHT_MASSACRE2:
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{
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int killcount = primaryLevel->Massacre (cheat == CHT_MASSACRE2);
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// killough 3/22/98: make more intelligent about plural
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if (killcount == 1)
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{
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msg = GStrings(cheat == CHT_MASSACRE? "TXT_MONSTER_KILLED" : "TXT_BADDIE_KILLED");
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}
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else
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{
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// Note: Do not use the language string directly as a format template!
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smsg = GStrings(cheat == CHT_MASSACRE? "TXT_MONSTERS_KILLED" : "TXT_BADDIES_KILLED");
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FStringf countstr("%d", killcount);
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smsg.Substitute("%d", countstr);
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msg = smsg.GetChars();
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}
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}
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break;
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case CHT_HEALTH:
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if (player->mo != NULL && player->playerstate == PST_LIVE)
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{
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player->health = player->mo->health = player->mo->GetDefault()->health;
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msg = GStrings("TXT_CHEATHEALTH");
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}
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break;
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case CHT_KEYS:
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cht_Give (player, "keys");
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msg = GStrings("TXT_CHEATKEYS");
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break;
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// [GRB]
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case CHT_RESSURECT:
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if (player->playerstate != PST_LIVE && player->mo != nullptr)
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{
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if (player->mo->IsKindOf("PlayerChunk"))
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{
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Printf("%s\n", GStrings("TXT_NO_RESURRECT"));
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return;
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}
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else
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{
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player->Resurrect();
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}
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}
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break;
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case CHT_GIMMIEA:
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cht_Give (player, "ArtiInvulnerability");
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msg = GStrings("TAG_ARTIINVULNERABILITY");
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break;
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case CHT_GIMMIEB:
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cht_Give (player, "ArtiInvisibility");
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msg = GStrings("TAG_ARTIINVISIBILITY");
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break;
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case CHT_GIMMIEC:
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cht_Give (player, "ArtiHealth");
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msg = GStrings("TAG_ARTIHEALTH");
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break;
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case CHT_GIMMIED:
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cht_Give (player, "ArtiSuperHealth");
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msg = GStrings("TAG_ARTISUPERHEALTH");
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break;
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case CHT_GIMMIEE:
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cht_Give (player, "ArtiTomeOfPower");
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msg = GStrings("TAG_ARTITOMEOFPOWER");
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break;
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case CHT_GIMMIEF:
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cht_Give (player, "ArtiTorch");
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msg = GStrings("TAG_ARTITORCH");
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break;
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case CHT_GIMMIEG:
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cht_Give (player, "ArtiTimeBomb");
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msg = GStrings("TAG_ARTIFIREBOMB");
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break;
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case CHT_GIMMIEH:
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cht_Give (player, "ArtiEgg");
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msg = GStrings("TAG_ARTIEGG");
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break;
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case CHT_GIMMIEI:
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cht_Give (player, "ArtiFly");
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msg = GStrings("TAG_ARTIFLY");
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break;
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case CHT_GIMMIEJ:
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cht_Give (player, "ArtiTeleport");
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msg = GStrings("TAG_ARTITELEPORT");
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break;
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case CHT_GIMMIEZ:
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for (int i=0;i<16;i++)
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{
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cht_Give (player, "artifacts");
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}
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msg = GStrings("TAG_ALL_ARTIFACTS");
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break;
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case CHT_TAKEWEAPS:
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cht_Takeweaps(player);
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msg = GStrings("TXT_CHEATIDKFA");
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break;
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case CHT_NOWUDIE:
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cht_Suicide (player);
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msg = GStrings("TXT_CHEATIDDQD");
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break;
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case CHT_ALLARTI:
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for (int i=0;i<25;i++)
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{
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cht_Give (player, "artifacts");
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}
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msg = GStrings("TXT_CHEATARTIFACTS3");
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break;
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case CHT_PUZZLE:
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cht_Give (player, "puzzlepieces");
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msg = GStrings("TXT_CHEATARTIFACTS3");
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break;
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case CHT_MDK:
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if (player->mo == nullptr)
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{
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Printf ("%s\n", GStrings("TXT_WHAT_KILL"));
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return;
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}
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else if (!deathmatch)
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{
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// Don't allow this in deathmatch even with cheats enabled, because it's
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// a very very cheap kill.
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P_LineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE,
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P_AimLineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
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NAME_MDK, NAME_BulletPuff);
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}
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break;
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case CHT_DONNYTRUMP:
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cht_Give (player, "HealthTraining");
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msg = GStrings("TXT_MIDASTOUCH");
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break;
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case CHT_LEGO:
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if (player->mo != NULL && player->health >= 0)
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{
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static VMFunction *gsp = nullptr;
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if (gsp == nullptr) PClass::FindFunction(&gsp, NAME_Sigil, NAME_GiveSigilPiece);
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if (gsp)
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{
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VMValue params[1] = { player->mo };
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VMReturn ret;
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int oldpieces = 1;
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ret.IntAt(&oldpieces);
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VMCall(gsp, params, 1, &ret, 1);
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item = player->mo->FindInventory(NAME_Sigil);
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if (item != NULL)
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{
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if (oldpieces == 5)
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{
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item->Destroy();
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}
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else
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{
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player->PendingWeapon = item;
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}
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}
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}
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}
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break;
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case CHT_PUMPUPH:
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cht_Give (player, "MedPatch");
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cht_Give (player, "MedicalKit");
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cht_Give (player, "SurgeryKit");
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msg = GStrings("TXT_GOTSTUFF");
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break;
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case CHT_PUMPUPP:
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cht_Give (player, "AmmoSatchel");
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msg = GStrings("TXT_GOTSTUFF");
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break;
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case CHT_PUMPUPS:
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cht_Give (player, "UpgradeStamina", 10);
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cht_Give (player, "UpgradeAccuracy");
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msg = GStrings("TXT_GOTSTUFF");
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break;
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case CHT_CLEARFROZENPROPS:
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player->cheats &= ~(CF_FROZEN|CF_TOTALLYFROZEN);
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msg = GStrings("TXT_NOT_FROZEN");
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break;
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case CHT_FREEZE:
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globalchangefreeze ^= 1;
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if (globalfreeze ^ globalchangefreeze)
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{
|
|
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 Construct() {}
|
|
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 = plyr->mo->Level->CreateThinker<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);
|
|
}
|