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

This commit is contained in:
sirlemonhead 2019-11-28 20:49:37 +00:00 committed by Christoph Oelckers
parent e115058cd3
commit 1928f3fbc1
2 changed files with 8 additions and 10 deletions

View file

@ -98,8 +98,6 @@ void FillWeapons(short nPlayer)
{
nPlayerWeapons[nPlayer] = 0xFFFF; // turn on all bits
StatusMessage(150, "All weapons ON");
for (int i = 0; i < kMaxWeapons; i++)
{
if (WeaponInfo[i].d) {

View file

@ -1629,7 +1629,7 @@ loc_1AB8E:
uint16_t buttons = sPlayerInput[nPlayer].buttons;
if (buttons & 0x40)
if (buttons & 0x40) // LOBODEITY cheat
{
char strDeity[96]; // TODO - reduce in size?
@ -1648,24 +1648,24 @@ loc_1AB8E:
sPlayerInput[nPlayer].buttons &= 0xBF;
sprintf(strDeity, "Deity mode %s for player %d", strDMode, nPlayer);
sprintf(strDeity, "Deity mode %s for player", strDMode);
StatusMessage(150, strDeity);
}
else if (buttons & 0x20)
else if (buttons & 0x20) // LOBOCOP cheat
{
FillWeapons(nPlayer);
StatusMessage(150, "All weapons loaded for player %d", nPlayer);
StatusMessage(150, "All weapons loaded for player");
}
else if (buttons & 0x80)
else if (buttons & 0x80) // LOBOPICK cheat
{
PlayerList[nPlayer].keys = 0xFFFF;
StatusMessage(150, "All keys for player %d", nPlayer);
StatusMessage(150, "All keys loaded for player");
RefreshStatus();
}
else if (buttons & 0x100)
else if (buttons & 0x100) // LOBOSWAG cheat
{
FillItems(nPlayer);
StatusMessage(150, "All items loaded for player %d", nPlayer);
StatusMessage(150, "All items loaded for player");
}
// loc_1AEF5: