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Change cheat screen messages to not display player number - are cheats usable outside of single player?!. Also removed a redundant message in FillWeapons() which got overwritten immediately anyway
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e115058cd3
commit
1928f3fbc1
2 changed files with 8 additions and 10 deletions
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@ -98,8 +98,6 @@ void FillWeapons(short nPlayer)
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{
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nPlayerWeapons[nPlayer] = 0xFFFF; // turn on all bits
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StatusMessage(150, "All weapons ON");
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for (int i = 0; i < kMaxWeapons; i++)
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{
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if (WeaponInfo[i].d) {
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@ -1629,7 +1629,7 @@ loc_1AB8E:
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uint16_t buttons = sPlayerInput[nPlayer].buttons;
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if (buttons & 0x40)
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if (buttons & 0x40) // LOBODEITY cheat
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{
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char strDeity[96]; // TODO - reduce in size?
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@ -1648,24 +1648,24 @@ loc_1AB8E:
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sPlayerInput[nPlayer].buttons &= 0xBF;
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sprintf(strDeity, "Deity mode %s for player %d", strDMode, nPlayer);
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sprintf(strDeity, "Deity mode %s for player", strDMode);
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StatusMessage(150, strDeity);
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}
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else if (buttons & 0x20)
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else if (buttons & 0x20) // LOBOCOP cheat
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{
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FillWeapons(nPlayer);
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StatusMessage(150, "All weapons loaded for player %d", nPlayer);
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StatusMessage(150, "All weapons loaded for player");
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}
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else if (buttons & 0x80)
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else if (buttons & 0x80) // LOBOPICK cheat
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{
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PlayerList[nPlayer].keys = 0xFFFF;
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StatusMessage(150, "All keys for player %d", nPlayer);
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StatusMessage(150, "All keys loaded for player");
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RefreshStatus();
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}
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else if (buttons & 0x100)
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else if (buttons & 0x100) // LOBOSWAG cheat
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{
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FillItems(nPlayer);
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StatusMessage(150, "All items loaded for player %d", nPlayer);
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StatusMessage(150, "All items loaded for player");
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}
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// loc_1AEF5:
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