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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
godmode reworked: reused existing mechanism in code = same functionality, less code changes, also when enabled GOD MODE text will now show up in left corner in red color, this was already there I just uncommented it
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9128 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -4,7 +4,6 @@
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#include "Language Defines.h"
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extern UINT8 gubCheatLevel;
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extern BOOLEAN gfGodModeCheat;
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// GLOBALS FOR CHEAT MODE......
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#ifdef JA2TESTVERSION
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@@ -6737,7 +6737,6 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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ACTIVATE_CHEAT_LEVEL();
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else
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RESET_CHEAT_LEVEL();
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gfGodModeCheat = FALSE;
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#endif
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#ifdef JA2BETAVERSION
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@@ -4782,7 +4782,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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// WANNE: Why is impact here always set to 0? The impact was calculated a few lines before!
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//iImpact = 0;
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if (gfGodModeCheat && pTarget->pSoldier->bTeam == OUR_TEAM)
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if (gTacticalStatus.uiFlags & GODMODE && pTarget->pSoldier->bTeam == OUR_TEAM)
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{
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iImpact = 0;
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}
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@@ -5005,7 +5005,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
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break;
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}
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if (gfGodModeCheat && pTarget->pSoldier->bTeam == OUR_TEAM)
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if (gTacticalStatus.uiFlags & GODMODE && pTarget->pSoldier->bTeam == OUR_TEAM)
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{
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iNewLife = pTarget->pSoldier->stats.bLife;
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}
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@@ -104,7 +104,6 @@ extern BOOLEAN gfGamePaused;
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extern UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ );
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UINT8 gubCheatLevel = STARTING_CHEAT_LEVEL;
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BOOLEAN gfGodModeCheat = FALSE;
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UINT8 gubScreenCount=0;
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@@ -1231,7 +1230,6 @@ void ReStartingGame()
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gubCheatLevel = STARTING_CHEAT_LEVEL;
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else
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gubCheatLevel = 0;
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gfGodModeCheat = FALSE;
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}
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+10
-2
@@ -7780,8 +7780,16 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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if (CHEATER_CHEAT_LEVEL())
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{
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ScreenMsg(FONT_MCOLOR_RED, MSG_INTERFACE, gfGodModeCheat ? L"God mode deactivated." : L"God mode activated.");
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gfGodModeCheat = !gfGodModeCheat;
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if (gTacticalStatus.uiFlags & GODMODE)
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{
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//ScreenMsg(FONT_MCOLOR_RED, MSG_INTERFACE, L"God mode deactivated.");
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gTacticalStatus.uiFlags &= (~GODMODE);
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}
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else
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{
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//ScreenMsg(FONT_MCOLOR_RED, MSG_INTERFACE, L"God mode activated.");
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gTacticalStatus.uiFlags |= GODMODE;
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}
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}
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}
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break;
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@@ -5873,7 +5873,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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UINT8 ubCombinedLoss, ubVolume, ubReason;
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// SOLDIERTYPE * pNewSoldier;
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if (gfGodModeCheat && this->bTeam == OUR_TEAM)
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if (gTacticalStatus.uiFlags & GODMODE && this->bTeam == OUR_TEAM)
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{
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sDamage = 0;
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ubSpecial = FIRE_WEAPON_NO_SPECIAL;
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@@ -6722,7 +6722,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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// MAYBE CHANGE TO SPECIAL ANIMATION BASED ON VALUE SET BY DAMAGE CALCULATION CODE
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// ALL THESE ONLY WORK ON STANDING PEOPLE
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND && (!gfGodModeCheat || pSoldier->bTeam != OUR_TEAM))
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND && (!(gTacticalStatus.uiFlags & GODMODE) || pSoldier->bTeam != OUR_TEAM))
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{
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if ( gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND )
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{
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@@ -10322,7 +10322,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
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}
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}
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if (gfGodModeCheat && this->bTeam == OUR_TEAM)
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if (gTacticalStatus.uiFlags & GODMODE && this->bTeam == OUR_TEAM)
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{
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sLifeDeduct = 0;
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sBreathLoss = 0;
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@@ -3516,8 +3516,16 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if (CHEATER_CHEAT_LEVEL())
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{
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ScreenMsg(FONT_MCOLOR_RED, MSG_INTERFACE, gfGodModeCheat ? L"God mode deactivated." : L"God mode activated.");
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gfGodModeCheat = !gfGodModeCheat;
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if (gTacticalStatus.uiFlags & GODMODE)
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{
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//ScreenMsg(FONT_MCOLOR_RED, MSG_INTERFACE, L"God mode deactivated.");
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gTacticalStatus.uiFlags &= (~GODMODE);
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}
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else
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{
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//ScreenMsg(FONT_MCOLOR_RED, MSG_INTERFACE, L"God mode activated.");
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gTacticalStatus.uiFlags |= GODMODE;
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}
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}
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}
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else if ( gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] )
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@@ -8320,7 +8320,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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}
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}
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if (iImpactForCrits > 0 && iImpactForCrits < pTarget->stats.bLife && !(pTarget->flags.uiStatusFlags & SOLDIER_MONSTER) && !(pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE)) // not to monsters - SANDRO
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if (iImpactForCrits > 0 && iImpactForCrits < pTarget->stats.bLife && !(pTarget->flags.uiStatusFlags & SOLDIER_MONSTER) && !(pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE) && (!(gTacticalStatus.uiFlags & GODMODE) || pTarget->bTeam != OUR_TEAM))
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{
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UINT32 uiCritChance = 0;
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if (fFragment)
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@@ -8342,11 +8342,6 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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}
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}
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if (gfGodModeCheat && pTarget->bTeam == OUR_TEAM)
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{
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uiCritChance = 0;//no crit against player in god mode either
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}
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// SANDRO - with new traits, the chance for stat loss is higher as we are now able to repair it
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if ((PreRandom( uiCritChance ) + 1) > (UINT8)(gGameOptions.fNewTraitSystem ? gSkillTraitValues.ubDamageNeededToLoseStats : CRITICAL_HIT_THRESHOLD))
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{
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+2
-2
@@ -173,8 +173,8 @@ void DisplayFrameRate( )
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SetFont( SMALLFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_MCOLOR_DKRED );
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//gprintfdirty( 0, 0, L"GOD MODE" );
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//mprintf( 0, 0, L"GOD MODE" );
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gprintfdirty( 0, 0, L"GOD MODE" );
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mprintf( 0, 0, L"GOD MODE" );
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}
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if ( ( gTacticalStatus.uiFlags & DEMOMODE ) )
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