Exemple #1
0
void CCheatMgr::SetClipMode(LTBOOL bMode)
{
#ifdef _FINAL
	// Can't do this in multiplayer.
	if(IsMultiplayerGame())
		return;
#endif // _FINAL

	if (!g_pPlayerMgr) return;

	s_CheatInfo[CHEAT_CLIP].bActive = bMode;

	g_pPlayerMgr->SetSpectatorMode(bMode);

	// Tell the server
	SendCheatMessage(CHEAT_CLIP, bMode);

	if (bMode)
	{
        g_pChatMsgs->AddMessage("Spectator mode enabled",kMsgCheatConfirm);
	}
	else
	{
        g_pChatMsgs->AddMessage("Spectator mode disabled",kMsgCheatConfirm);
	}

	// If we were in invisible mode before changing to spectator mode
	// change us back...

	if (!g_pPlayerMgr->IsSpectatorMode() && g_pPlayerMgr->IsInvisibleMode())
	{
		SetInvisible(LTTRUE);
	}
}
ECode StackScrollerDecorView::OnFinishInflate()
{
    ExpandableView::OnFinishInflate();
    mContent = FindContentView();
    SetInvisible();
    return NOERROR;
}
Exemple #3
0
void CCheatMgr::SetClipMode(bool bMode)
{
#ifdef _FINAL
	// Can't do this in multiplayer.
	if(IsMultiplayerGameClient())
		return;
#endif // _FINAL

	if (!g_pPlayerMgr) return;

	s_CheatInfo[CHEAT_CLIP].bActive = bMode;

	if( !bMode )
	{
		// Force a send of our position to the server so they know where to put us.
		g_pPlayerMgr->UpdatePlayerInfo( true, true );
	}

	// Tell the server
	SendCheatMessage(CHEAT_CLIP, bMode ? eSpectatorMode_Clip : eSpectatorMode_None );

	if (bMode)
	{
        g_pGameMsgs->AddMessage(L"Clip mode enabled",kMsgCheatConfirm);
	}
	else
	{
        g_pGameMsgs->AddMessage(L"Clip mode disabled",kMsgCheatConfirm);
	}

	// If we were in invisible mode before changing to clip mode
	// change us back...

	if (!bMode && g_pPlayerMgr->IsInvisibleMode())
	{
		SetInvisible(true);
	}
}
Exemple #4
0
bool Player::Action_in(Game_Manager* gm_)
{
	if(GetFocus()>0) //¹Ýµ¿ÀÌ ÁÙ¾îµë
	{
		UpDownFocus(-main_weapon->GetFocusCalm());
		if(GetFocus()<0)
			SetFocus(0);
	}
	{ //¿©±â¼­ ¿¡ÀÓÀ» ¸ÂÃá°÷À̳ª ±ÙÁ¢ÇÑ ÀûÀÇ Åõ¸íÀ» ŽÁöÇÑ´Ù.
		for(list<Unit*>::iterator it = gm_->unit_list.begin();it != gm_->unit_list.end();it++)
		{
			if(!(*it)->isPlayer())
				
				{
					if(distan_coord(GetPos(),(*it)->GetPos()) < 30.0f)		//±ÙÁ¢Å½Áö : 30  (³ªÁß¿¡ º¯¼ö·Î °íħ. ´É·ÂÀ» À§Çؼ­)				
					{
						(*it)->Insight(gm_, this, true);

					}
						
					if(distan_coord(GetFocusPos(),(*it)->GetPos()) < 20.0f ) //¿¡ÀÓÀ¸·Î ÀûÀ» ŽÁöÇÏ´Â ¹üÀ§ : 20. (³ªÁß¿¡ º¯¼ö·Î °íħ. ´É·ÂÀ» À§Çؼ­)
					{
						(*it)->Insight(gm_, this, false);
					}
			}
		}
	}

	for(list<Item*>::iterator it = gm_->item_list.begin();it != gm_->item_list.end();it++) //¾ÆÀÌÅÛÀ» Áݴ´Ù.
	{
		if((*it)->isValid() && (*it)->GetItemType() == IT_INSTANT)
		{
			if(collution((*it)->GetPos(), 10.0f))
			{
				(*it)->Effect(gm_, this);
				(*it)->Erase();
			}
		}
	}
	if(main_weapon) //ÇöÀç ÁÖ¾ÆÀÌÅÛÀÌ ÀÖ´Ù.
		main_weapon->Passive(gm_, this, (main_weapon == current_weapon));//¹ßÈֵǴ Æнúê È¿°ú		
	if(sub_weapon[0])//ÇöÀç º¸Á¶¾ÆÀÌÅÛÀÌ ÀÖ´Ù.
		sub_weapon[0]->Passive(gm_, this, (sub_weapon[0] == current_weapon));//¹ßÈֵǴ Æнúê È¿°ú		
	if(sub_weapon[1])//ÇöÀç º¸Á¶¾ÆÀÌÅÛÀÌ ÀÖ´Ù.
		sub_weapon[1]->Passive(gm_, this, (sub_weapon[1] == current_weapon));//¹ßÈֵǴ Æнúê È¿°ú		
	if(melee_weapon) //ÇöÀç ±ÙÁ¢¾ÆÀÌÅÛÀÌ ÀÖ´Ù.
		melee_weapon->Passive(gm_, this, (melee_weapon == current_weapon));//¹ßÈֵǴ Æнúê È¿°ú		

	for(vector<Ability*>::iterator it = abil_list.begin() ; it != abil_list.end() ; it++) //´É·ÂÀÌ »ç¿ëµÈ´Ù.
	{
		(*it)->Action(gm_, this);
	}
	
	if(temp_invisible_turn)
	{
		temp_invisible_turn--;
		if(temp_invisible_turn)
			SetInvisible(255);
		else
			SetInvisible(0);
	}

	//»óű׸®±â
	for(list<state_name>::iterator it = state_list.begin();it != state_list.end();)
	{
		if(it->turn>0)
		{
			it->turn--;
			it++;
		}
		else
		{
			list<state_name>::iterator temp = it;
			it++;
			state_list.erase(temp);
		}
	}




	if(speed_delay)
		speed_delay--;
	if(stamina_delay)  //½ºÅ׹̳ª°¡ ȸº¹ÇÏÁö¾Ê´Â µô·¹ÀÌ
		stamina_delay--;
	else  //½ºÅ׹̳ªÀÇ ÀÚ¿¬È¸º¹
	{
		stamina+=1.0f;
		if(stamina > max_stamina)
			stamina = max_stamina;

		if(remain_ability && !ability_select)
		{
			Ability::GetAbility(this, select_ability_num);
			StartAbility();
		}
	}

	CommonAction(gm_); //À¯´Ö °øÅëÀÇ Çൿµé
	return !isLive();
}
Exemple #5
0
void CVkProto::PollUpdates(const JSONNode &jnUpdates)
{
	debugLogA("CVkProto::PollUpdates");
	CMStringA mids;
	int msgid, uid, flags, platform;
	MCONTACT hContact;

	
	for (auto it = jnUpdates.begin(); it != jnUpdates.end(); ++it) {
		const JSONNode &jnChild = (*it).as_array();
		switch (jnChild[json_index_t(0)].as_int()) {
		case VKPOLL_MSG_DELFLAGS:
			if (jnChild.size() < 4)
				break;
			msgid = jnChild[1].as_int();
			flags = jnChild[2].as_int();
			uid = jnChild[3].as_int();
			hContact = FindUser(uid);

			if (hContact != NULL && (flags & VKFLAG_MSGUNREAD) && !CheckMid(m_incIds, msgid)) {
				setDword(hContact, "LastMsgReadTime", time(NULL));
				if (ServiceExists(MS_MESSAGESTATE_UPDATE)) {
					MessageReadData data(time(NULL), MRD_TYPE_READTIME);
					CallService(MS_MESSAGESTATE_UPDATE, hContact, (LPARAM)&data);
				}
				else 
					SetSrmmReadStatus(hContact);
				if (m_bUserForceOnlineOnActivity)
					SetInvisible(hContact);
				if (m_bSyncReadMessageStatusFromServer)
					MarkDialogAsRead(hContact);
			}
			break;

		case VKPOLL_MSG_ADDED: // new message
			msgid = jnChild[1].as_int();

			// skip outgoing messages sent from a client
			flags = jnChild[2].as_int();
			if (flags & VKFLAG_MSGOUTBOX && !(flags & VKFLAG_MSGCHAT) && CheckMid(m_sendIds, msgid))
				break;

			if (!mids.IsEmpty())
				mids.AppendChar(',');
			mids.AppendFormat("%d", msgid);
			break;

		case VKPOLL_READ_ALL_OUT:
			uid = jnChild[1].as_int();
			hContact = FindUser(uid);
			if (hContact != NULL) {
				setDword(hContact, "LastMsgReadTime", time(NULL));
				if (ServiceExists(MS_MESSAGESTATE_UPDATE)) {
					MessageReadData data(time(NULL), MRD_TYPE_READTIME);
					CallService(MS_MESSAGESTATE_UPDATE, hContact, (LPARAM)&data);
				}
				else
					SetSrmmReadStatus(hContact);
				if (m_bUserForceOnlineOnActivity)
					SetInvisible(hContact);
			}
			break;
		case VKPOLL_READ_ALL_IN:
			uid = jnChild[1].as_int();
			hContact = FindUser(uid);
			if (hContact != NULL && m_bSyncReadMessageStatusFromServer)
				MarkDialogAsRead(hContact);
			break;

		case VKPOLL_USR_ONLINE:
			uid = -jnChild[1].as_int();
			if ((hContact = FindUser(uid)) != NULL) {
				setWord(hContact, "Status", ID_STATUS_ONLINE);
				platform = jnChild[2].as_int();
				SetMirVer(hContact, platform);
			}
			break;

		case VKPOLL_USR_OFFLINE:
			uid = -jnChild[1].as_int();
			if ((hContact = FindUser(uid)) != NULL) {
				setWord(hContact, "Status", ID_STATUS_OFFLINE);
				db_unset(hContact, m_szModuleName, "ListeningTo");
				SetMirVer(hContact, -1);
			}
			break;

		case VKPOLL_USR_UTN:
			uid = jnChild[1].as_int();
			hContact = FindUser(uid);
			if (hContact != NULL) {
				ForkThread(&CVkProto::ContactTypingThread, (void *)hContact);
				if (m_bUserForceOnlineOnActivity)
					SetInvisible(hContact);
			}
			break;

		case VKPOLL_CHAT_UTN:
			ForkThread(&CVkProto::ChatContactTypingThread, new CVKChatContactTypingParam(jnChild[2].as_int(), jnChild[1].as_int()));
			break;

		case VKPOLL_CHAT_CHANGED:
			int chat_id = jnChild[1].as_int();
			CVkChatInfo *cc = m_chats.find((CVkChatInfo*)&chat_id);
			if (cc)
				RetrieveChatInfo(cc);
			break;
		}
	}

	RetrieveMessagesByIds(mids);
}
Exemple #6
0
bool CCheatMgr::Process( CheatCode nCheatCode, CParsedMsgW const& cMsg )
{
	if ( nCheatCode <= CHEAT_NONE || nCheatCode >= CHEAT_MAX ) return false;

#ifdef _FINAL
	// Don't do cheats in multiplayer...
    if (IsMultiplayerGameClient())
	{
		// Well, okay, let them toggle between 1st and 3rd person ;)
		// and, well, blood is pretty cool...
		switch ( nCheatCode )
		{
			case CHEAT_EXITLEVEL:	// exit the current level
				SetExitLevel();
			break;

			case CHEAT_NEXTMISSION:	// exit the current mission
				NextMission();
			break;

			case CHEAT_BOOT:		// boot players
				BootPlayer(cMsg);
			break;

			default :
				return false;
			break;
		}

		m_bPlayerCheated = true;
		return true;
	}

#else // _FINAL

	// Only allow cheats in MP if console variable turned on.
	if( IsMultiplayerGameClient( ))
	{
		float fVal = 0.0f;
		g_pLTClient->GetSConValueFloat( "AllowMPCheats", fVal );
		bool bAllowMPCheats = fVal != 0.0f;
		if( !bAllowMPCheats )
			return false;
	}

#endif // _FINAL

	// process cheat codes
	switch ( nCheatCode )
	{
		case CHEAT_GOD:			// god mode toggle
			SetGodMode(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_ARMOR:		// full armor
			SetArmor();
		break;

		case CHEAT_HEALTH:		// full health
			SetHealth();
		break;

		case CHEAT_EXITLEVEL:	// exit the current level
			SetExitLevel();
		break;

		case CHEAT_VERSION:		// display version info
			Version();
		break;

		case CHEAT_INVISIBLE:	// time to mess with the AI
			SetInvisible(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_BODYGOLFING:	// bodies fly far
			//currently unimplemented...
//			BodyGolfing(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_POS:			// show/hide player position
			SetPos(!s_CheatInfo[nCheatCode].bActive);
		break;

#ifndef _DEMO
		
		case CHEAT_KFA:			// give em everything
			SetKFA();
		break;

		case CHEAT_AMMO:		// full ammo
			SetAmmo();
		break;

		case CHEAT_MODSQUAD:	// give all mods for current weapons
			ModSquad();
		break;

		case CHEAT_CONSOLE:
			SetConsole(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_NEXTMISSION:	// exit the current mission
			NextMission();
		break;

		case CHEAT_BOOT:	// exit the current mission
			BootPlayer(cMsg);
		break;

		case CHEAT_FULL_WEAPONS:   // give all weapons
			SetFullWeapons();
		break;

		case CHEAT_FULL_GEAR:	// give all gear
			FullGear();
		break;

		case CHEAT_TEARS:	      // toggle tears cheat
			Tears(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_GIMMEGUN:
			GimmeGun( cMsg );
		break;

		case CHEAT_GIMMEMOD:
			GimmeMod( cMsg );
		break;

		case CHEAT_GIMMEGEAR:
			GimmeGear( cMsg );
		break;

		case CHEAT_GIMMEAMMO:
			GimmeAmmo( cMsg );
		break;

		case CHEAT_ENDGAME:
			ToggleEndgameFlag();
		break;

#ifndef _FINAL

		case CHEAT_CHASETOGGLE:	   // toggle 3rd person view
			ChaseToggle();
		break;

		case CHEAT_CLIP:		// toggle clipping mode
			SetClipMode(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_TELEPORT:	// teleport to beginning
			Teleport();
		break;

		case CHEAT_CAM_POSROT:    // show/hide camera position/rotation
			SetCamPosRot(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_POSWEAPON:		    // toggle adjust of weapon pos
			PosWeapon(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_REMOVEAI:	  // remove all ai
			RemoveAI(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_TRIGGERBOX:	  // toggle trigger boxes on/off
			TriggerBox(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_POS1STCAM:	  // toggle 1st person camera adjust on/off
			Pos1stCam(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_SAVEVEHICLE:		// save the vehicle tweaks to the bute file
			SaveVehicle( );
		break;

#endif  // _FINAL
#endif // _DEMO

		default:
			return false;			// skip setting global cheat indicator for unhandled cheats
	}

    m_bPlayerCheated = true;

	return true;
}
Exemple #7
0
void CVkProto::OnReceiveMessages(NETLIBHTTPREQUEST *reply, AsyncHttpRequest *pReq)
{
	debugLogA("CVkProto::OnReceiveMessages %d", reply->resultCode);
	if (reply->resultCode != 200)
		return;

	JSONNode jnRoot;
	const JSONNode &jnResponse = CheckJsonResponse(pReq, reply, jnRoot);
	if (!jnResponse)
		return;
	if (!jnResponse["Msgs"])
		return;

	CMStringA mids;
	int numMessages = jnResponse["Msgs"]["count"].as_int();
	const JSONNode &jnMsgs = jnResponse["Msgs"]["items"];
	const JSONNode &jnFUsers = jnResponse["fwd_users"];

	debugLogA("CVkProto::OnReceiveMessages numMessages = %d", numMessages);

	for (auto it = jnMsgs.begin(); it != jnMsgs.end(); ++it) {
		const JSONNode &jnMsg = (*it);
		if (!jnMsg) {
			debugLogA("CVkProto::OnReceiveMessages pMsg == NULL");
			break;
		}

		UINT mid = jnMsg["id"].as_int();
		CMString tszBody(jnMsg["body"].as_mstring());
		int datetime = jnMsg["date"].as_int();
		int isOut = jnMsg["out"].as_int();
		int isRead = jnMsg["read_state"].as_int();
		int uid = jnMsg["user_id"].as_int();

		const JSONNode &jnFwdMessages = jnMsg["fwd_messages"];
		if (jnFwdMessages) {
			CMString tszFwdMessages = GetFwdMessages(jnFwdMessages, jnFUsers, m_vkOptions.BBCForAttachments());
			if (!tszBody.IsEmpty())
				tszFwdMessages = _T("\n") + tszFwdMessages;
			tszBody +=  tszFwdMessages;
		}

		CMString tszAttachmentDescr;
		const JSONNode &jnAttachments = jnMsg["attachments"];
		if (jnAttachments) {
			tszAttachmentDescr = GetAttachmentDescr(jnAttachments, m_vkOptions.BBCForAttachments());
			if (!tszBody.IsEmpty())
				tszBody += _T("\n");
			tszBody += tszAttachmentDescr;
		}

		MCONTACT hContact = NULL;
		int chat_id = jnMsg["chat_id"].as_int();
		if (chat_id == 0)
			hContact = FindUser(uid, true);

		char szMid[40];
		_itoa(mid, szMid, 10);
		if (m_vkOptions.iMarkMessageReadOn == MarkMsgReadOn::markOnReceive || chat_id != 0) {
			if (!mids.IsEmpty())
				mids.AppendChar(',');
			mids.Append(szMid);
		}

		if (chat_id != 0) {
			debugLogA("CVkProto::OnReceiveMessages chat_id != 0");
			CMString action_chat = jnMsg["action"].as_mstring();
			int action_mid = _ttoi(jnMsg["action_mid"].as_mstring());
			if ((action_chat == "chat_kick_user") && (action_mid == m_myUserId))
				KickFromChat(chat_id, uid, jnMsg, jnFUsers);
			else {
				MCONTACT chatContact = FindChat(chat_id);
				if (chatContact && getBool(chatContact, "kicked", true))
					db_unset(chatContact, m_szModuleName, "kicked");
				AppendChatMessage(chat_id, jnMsg, jnFUsers, false);
			}
			continue;
		}

		PROTORECVEVENT recv = { 0 };
		bool bUseServerReadFlag = m_vkOptions.bSyncReadMessageStatusFromServer ? true : !m_vkOptions.bMesAsUnread;
		if (isRead && bUseServerReadFlag)
			recv.flags |= PREF_CREATEREAD;
		if (isOut)
			recv.flags |= PREF_SENT;
		else if (m_vkOptions.bUserForceInvisibleOnActivity && time(NULL) - datetime < 60 * m_vkOptions.iInvisibleInterval)
			SetInvisible(hContact);

		T2Utf pszBody(tszBody);
		recv.timestamp = m_vkOptions.bUseLocalTime ? time(NULL) : datetime;
		recv.szMessage = pszBody;
		recv.lParam = isOut;
		recv.pCustomData = szMid;
		recv.cbCustomDataSize = (int)mir_strlen(szMid);
		Sleep(100);

		debugLogA("CVkProto::OnReceiveMessages mid = %d, datetime = %d, isOut = %d, isRead = %d, uid = %d", mid, datetime, isOut, isRead, uid);

		if (!CheckMid(m_sendIds, mid)) {
			debugLogA("CVkProto::OnReceiveMessages ProtoChainRecvMsg");
			ProtoChainRecvMsg(hContact, &recv);
			if (mid > getDword(hContact, "lastmsgid", -1))
				setDword(hContact, "lastmsgid", mid);
			if (!isOut)
				m_incIds.insert((HANDLE)mid);
		}
		else if (m_vkOptions.bLoadSentAttachments && !tszAttachmentDescr.IsEmpty() && isOut) {
			T2Utf pszAttach(tszAttachmentDescr);
			recv.timestamp = time(NULL); // only local time
			recv.szMessage = pszAttach;
			ProtoChainRecvMsg(hContact, &recv);
		}
	}

	if (!mids.IsEmpty())
		MarkMessagesRead(mids);
}
Exemple #8
0
//o--------------------------------------------------------------
//| BuffFadeBySlot; Yeahlight, Nov 16, 2008
//o--------------------------------------------------------------
//| Adapted from EQEMU 7.0: Removes the buff in the supplied
//| buff slot 'slot'
//o--------------------------------------------------------------
void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
{
	bool debugFlag = true;

	if(slot < 0 || slot > BUFF_COUNT)
		return;

	if(!buffs[slot].spell || !buffs[slot].spell->IsValidSpell())
		return;

	if(IsClient())
		CastToClient()->MakeBuffFadePacket(buffs[slot].spell, slot);


	if(debugFlag && this->IsClient() && this->CastToClient()->GetDebugMe())
		this->Message(LIGHTEN_BLUE, "Debug: Fading buff %d from slot %d", buffs[slot].spell->GetSpellID(), slot);

	for(int i = 0; i < EFFECT_COUNT; i++)
	{
		if(buffs[slot].spell->IsBlankSpellEffect(i))
			continue;
		switch(buffs[slot].spell->GetSpellEffectID(i))
		{
			case SE_WeaponProc:
			{
				SetBonusProcSpell(0);
				break;
			}
			case SE_Illusion: case SE_IllusionCopy:
			{
				SendIllusionPacket(GetBaseRace(), GetBaseGender(), GetTexture(), GetHelmTexture());
				SendAppearancePacket(this->GetID(), SAT_Size, GetDefaultSize(), true);
				break;
			}
			case SE_Levitate:
			{
				SendAppearancePacket(this->GetID(), SAT_Levitate, 0, true);
				break;
			}
			case SE_Invisibility:
			{
				SetInvisible(false);
				break;
			}
			case SE_InvisVsUndead:
			{
				SetInvisibleUndead(false);
				break;
			}
			case SE_InvisVsAnimals:
			{
				SetInvisibleAnimal(false);
				break;
			}
			case SE_Silence:
			{
				break;
			}
			case SE_DivineAura:
			{
				SetInvulnerable(false);
				break;
			}
			case SE_Rune:
			{
				break;
			}
			case SE_AbsorbMagicAtt:
			{
				break;
			}
			case SE_Mez:
			{
				//Yeahlight: Unfreeze the PC's UI
				if(IsClient())
					SendAppearancePacket(this->GetID(), SAT_Position_Update, SAPP_Sitting_To_Standing, true);
				this->mesmerized = false;
				break;
			}
			case SE_Charm:
			{
				Mob* charmer = entity_list.GetMob(this->GetOwnerID());
				if(charmer && charmer->IsClient())
				{
					char npcNameSuffix[] = "_CHARM00";
					char npcNamePrefix[100] = "";
					strcpy(npcNamePrefix, charmer->GetName());
					strcat(npcNamePrefix, npcNameSuffix);
					Mob* charmPH = entity_list.GetMob(npcNamePrefix);
					if(charmPH && charmPH->IsNPC())
					{
						charmPH->Depop();
					}
					//Yeahlight: Check for _CHARM01 NPC, too
					npcNamePrefix[strlen(npcNamePrefix) - 1] = '1';
					charmPH = entity_list.GetMob(npcNamePrefix);
					if(charmPH && charmPH->IsNPC())
					{
						charmPH->Depop();
					}
					//Yeahlight: Generate hate for towards the charmer if the charmer is not FD'ed
					if(this->IsNPC() && charmer->IsClient() && !charmer->CastToClient()->GetFeigned())
					{
						CastToNPC()->AddToHateList(charmer, 0, GetSpellHate(SE_Charm, this->GetLevel(), false));
					}
				}
				//Yeahlight: Unfreeze the PC's UI
				if(IsClient())
				{
					SendAppearancePacket(this->GetID(), SAT_Position_Update, SAPP_Sitting_To_Standing, true);
					CastToClient()->SetCharmed(false);
					CastToClient()->charmPositionUpdate_timer->Disable();
				}
				//Yeahlight: Deflag the NPC as charmed
				else if(IsNPC())
				{
					CastToNPC()->SetCharmed(false);
				}
				this->SetOwnerID(0, false);
				break;
			}
			case SE_Root:
			{
				break;
			}
			case SE_Fear:
			{
				//Yeahlight: Unfreeze the PC's UI
				if(IsClient())
				{
					CastToClient()->SetFeared(false);
					SendAppearancePacket(this->GetID(), SAT_Position_Update, SAPP_Sitting_To_Standing, true);
				}
				else if(IsNPC())
				{
					CastToNPC()->SetFeared(false);
					CastToNPC()->SetOnFearPath(false);
				}
				break;
			}
			case SE_SpinTarget:
			{
				//Yeahlight: Unfreeze the PC's UI
				if(IsClient())
					SendAppearancePacket(this->GetID(), SAT_Position_Update, SAPP_Sitting_To_Standing, true);
				break;
			}
			case SE_EyeOfZomm:
			{
				//Yeahlight: Clear the eye of zomm pointer and depop the eye
				if(IsClient() && CastToClient()->myEyeOfZomm)
				{
					CastToClient()->myEyeOfZomm->Depop();
					CastToClient()->myEyeOfZomm = NULL;
				}
				break;
			}
			case SE_DeathSave:
			{
				//Yeahlight: Clear the death save chance
				if(IsClient())
					CastToClient()->SetDeathSave(0);
				break;
			}
			case SE_VoiceGraft:
			{
				//Yeahlight: Drop the voice grafting flag from the client
				if(GetOwner() && GetOwner()->IsClient())
				{
					GetOwner()->CastToClient()->SetVoiceGrafting(false);
				}
				break;
			}
			case SE_SeeInvis:
			{
				//Yeahlight: Mob may no longer see through invis
				SetCanSeeThroughInvis(false);
				break;
			}
		}
	}

	buffs[slot].spell = NULL;

	if(iRecalcBonuses)
		CalcBonuses(true, true);
}
Exemple #9
0
bool CCheatMgr::Process( CheatCode nCheatCode, CParsedMsg &cMsg )
{
	if ( nCheatCode <= CHEAT_NONE || nCheatCode >= CHEAT_MAX ) return false;

#ifdef _FINAL
	// Don't do cheats in multiplayer...
    if (IsMultiplayerGame())
	{
		// Well, okay, let them toggle between 1st and 3rd person ;)
		// and, well, blood is pretty cool...
		switch ( nCheatCode )
		{
			case CHEAT_CHASETOGGLE:
				ChaseToggle();
			break;

			case CHEAT_EXITLEVEL:	// exit the current level
				SetExitLevel();
			break;

			case CHEAT_NEXTMISSION:	// exit the current mission
				NextMission();
			break;

			case CHEAT_BOOT:		// boot players
				BootPlayer(cMsg);
			break;

			default :
				return false;
			break;
		}

		m_bPlayerCheated = LTTRUE;
		return true;
	}
#endif // _FINAL

	// process cheat codes
	switch ( nCheatCode )
	{
		case CHEAT_GOD:			// god mode toggle
			SetGodMode(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_SKILLZ:		// give em skill points
			GetSkills();
		break;

		case CHEAT_ARMOR:		// full armor
			SetArmor();
		break;

		case CHEAT_HEALTH:		// full health
			SetHealth();
		break;

		case CHEAT_EXITLEVEL:	// exit the current level
			SetExitLevel();
		break;

		case CHEAT_VERSION:		// display version info
			Version();
		break;

		case CHEAT_BUILDGUID:	// display build guid
			BuildGuid();
		break;

		case CHEAT_INVISIBLE:	// time to mess with the AI
			SetInvisible(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_BODYGOLFING:	// bodies fly far	
			BodyGolfing(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_POS:			// show/hide player position
			SetPos(!s_CheatInfo[nCheatCode].bActive);
		break;

#ifndef _TO2DEMO
		
		case CHEAT_KFA:			// give em everything
			SetKFA();
		break;

		case CHEAT_AMMO:		// full ammo
			SetAmmo();
		break;

		case CHEAT_MODSQUAD:	// give all mods for current weapons
			ModSquad();
		break;

		case CHEAT_CONSOLE:
			SetConsole(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_NEXTMISSION:	// exit the current mission
			NextMission();
		break;

		case CHEAT_BOOT:	// exit the current mission
			BootPlayer(cMsg);
		break;

		case CHEAT_FULL_WEAPONS:   // give all weapons
			SetFullWeapons();
		break;

		case CHEAT_SNOWMOBILE:	  // spawn in snowmobile
			Snowmobile(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_FULL_GEAR:	// give all gear
			FullGear();
		break;

		case CHEAT_TEARS:	      // toggle tears cheat
			Tears(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_GIMMEGUN:
			GimmeGun( cMsg );
		break;

		case CHEAT_GIMMEMOD:
			GimmeMod( cMsg );
		break;

		case CHEAT_GIMMEGEAR:
			GimmeGear( cMsg );
		break;

		case CHEAT_GIMMEAMMO:
			GimmeAmmo( cMsg );
		break;

		case CHEAT_ENDGAME:
			ToggleEndgameFlag();
		break;

#ifndef _FINAL

		case CHEAT_CHASETOGGLE:	   // toggle 3rd person view
			ChaseToggle();
		break;

		case CHEAT_CLIP:		// toggle clipping mode
			SetClipMode(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_TELEPORT:	// teleport to beginning
			Teleport();
		break;

		case CHEAT_CAM_POSROT:    // show/hide camera position/rotation
			SetCamPosRot(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_POSWEAPON:		    // toggle adjust of weapon pos
			PosWeapon(!s_CheatInfo[nCheatCode].bActive);
		break;

  		case CHEAT_POSWEAPON_MUZZLE:	// toggle adjust of weapon muzzle pos
  			PosWeaponMuzzle(!s_CheatInfo[nCheatCode].bActive);
  		break;

  		case CHEAT_WEAPON_BREACHOFFSET:	// toggle adjust of weapon breach offset pos
  			WeaponBreachOffset(!s_CheatInfo[nCheatCode].bActive);
  		break;

		case CHEAT_LIGHTSCALE:	      // toggle client light scale offset
			LightScale(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_LIGHTADD:	      // toggle client light add offset
			LightAdd(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_FOV:				// toggle fov cheat
			FOV(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_REMOVEAI:	  // remove all ai
			RemoveAI(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_TRIGGERBOX:	  // toggle trigger boxes on/off
			TriggerBox(!s_CheatInfo[nCheatCode].bActive);
		break;

		case CHEAT_POS1STCAM:	  // toggle 1st person camera adjust on/off
			Pos1stCam(!s_CheatInfo[nCheatCode].bActive);
		break;

#endif  // _FINAL
#endif // _TO2DEMO

		default:
			return false;			// skip setting global cheat indicator for unhandled cheats
	}

    m_bPlayerCheated = LTTRUE;

	return true;
}