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- enable fly cheat for shadow warrior. in other games it is currently ignored, but I think Redneck Rampage and Blood both need it at some point too
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ce269808dc
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4 changed files with 28 additions and 12 deletions
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@ -114,6 +114,21 @@ void genericCheat(int player, uint8_t** stream, bool skip)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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CCMD(fly)
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{
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if (!CheckCheatmode(true, true))
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{
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Net_WriteByte(DEM_GENERICCHEAT);
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Net_WriteByte(CHT_FLY);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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CCMD(god)
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CCMD(god)
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{
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{
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if (!CheckCheatmode(true, true)) // Right now the god cheat is a global setting in some games and not a player property. This should be changed.
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if (!CheckCheatmode(true, true)) // Right now the god cheat is a global setting in some games and not a player property. This should be changed.
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@ -121,6 +121,9 @@ enum ECheat
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CHT_KFC,
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CHT_KFC,
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CHT_MONSTERS,
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CHT_MONSTERS,
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// Shadow Warrior
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CHT_FLY,
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// Blood
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// Blood
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kCheatSatchel,
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kCheatSatchel,
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kCheatKevorkian,
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kCheatKevorkian,
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@ -49,6 +49,7 @@ bool CheatInputMode = false;
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bool EveryCheat = false;
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bool EveryCheat = false;
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bool mapcheat = false;
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bool mapcheat = false;
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extern bool FAF_DebugView;
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extern bool FAF_DebugView;
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extern bool ToggleFlyMode;
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const char *CheatKeyType;
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const char *CheatKeyType;
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void KeysCheat(PLAYERp pp, const char *cheat_string);
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void KeysCheat(PLAYERp pp, const char *cheat_string);
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@ -88,6 +89,10 @@ const char *GameInterface::GenericCheat(int player, int cheat)
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Player[player].Flags ^= PF_CLIP_CHEAT;
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Player[player].Flags ^= PF_CLIP_CHEAT;
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return GStrings(Player[player].Flags & PF_CLIP_CHEAT ? "CLIPPING: OFF" : "CLIPPING: ON");
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return GStrings(Player[player].Flags & PF_CLIP_CHEAT ? "CLIPPING: OFF" : "CLIPPING: ON");
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case CHT_FLY:
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ToggleFlyMode = true;
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return nullptr;
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default:
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default:
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return nullptr;
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return nullptr;
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}
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}
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@ -118,6 +118,8 @@ extern int FinishAnim;
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char PlayerGravity = PLAYER_JUMP_GRAV;
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char PlayerGravity = PLAYER_JUMP_GRAV;
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#endif
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#endif
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bool ToggleFlyMode = false;
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extern bool DebugOperate;
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extern bool DebugOperate;
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//unsigned char synctics, lastsynctics;
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//unsigned char synctics, lastsynctics;
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@ -3711,19 +3713,10 @@ DoPlayerWadeSuperJump(PLAYERp pp)
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bool PlayerFlyKey(void)
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bool PlayerFlyKey(void)
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{
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{
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bool key = false;
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if (!ToggleFlyMode)
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if (!GodMode)
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return false;
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return false;
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ToggleFlyMode = false;
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#if 0
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return true;
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// Cheat or not, this simply won't do.
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key = inputState.GetKeyStatus(KEYSC_J);
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if (key)
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inputState.ClearKeyStatus(KEYSC_J);
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#endif
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return key;
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}
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}
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void
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void
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