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wall climb cheat from LCS
This commit is contained in:
parent
f0b15ee053
commit
e5faeea2e5
3 changed files with 55 additions and 2 deletions
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@ -89,6 +89,10 @@ bool CPad::IsAffectedByController = false;
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_TODO("gbFastTime");
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extern bool gbFastTime;
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#ifdef WALLCLIMB_CHEAT
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extern bool gGravityCheat;
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#endif
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void WeaponCheat1()
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{
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CHud::SetHelpMessage(TheText.Get("CHEAT2"), true);
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@ -554,6 +558,22 @@ void AltDodoCheat(void)
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}
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#endif
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#ifdef WALLCLIMB_CHEAT
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void WallClimbingCheat(void)
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{
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wchar* string;
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if (gGravityCheat) {
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string = TheText.Get("CHEATOF");
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gGravityCheat = false;
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}
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else {
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string = TheText.Get("CHEAT1");
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gGravityCheat = true;
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}
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CHud::SetHelpMessage(string, true);
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}
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#endif
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void FlyingFishCheat(void)
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{
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CHud::SetHelpMessage(TheText.Get("CHEAT1"), true);
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@ -1430,6 +1450,12 @@ void CPad::AddToPCCheatString(char c)
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AltDodoCheat();
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#endif
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#ifdef WALLCLIMB_CHEAT
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// "SPIDERCAR"
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if (!_CHEATCMP("RACREDIPS"))
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WallClimbingCheat();
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#endif
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#if !defined(PC_WATER) && defined(WATER_CHEATS)
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// SEABEDCHEAT
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if (!_CHEATCMP("TAEHCDEBAESON"))
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@ -252,6 +252,7 @@ enum Config {
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#define KANGAROO_CHEAT
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#define ALLCARSHELI_CHEAT
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#define ALT_DODO_CHEAT
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#define WALLCLIMB_CHEAT
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#define REGISTER_START_BUTTON
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//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls
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@ -23,6 +23,11 @@
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//--MIAMI: file done
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#ifdef WALLCLIMB_CHEAT
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bool gGravityCheat;
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#endif
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CPhysical::CPhysical(void)
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{
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int i;
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@ -521,8 +526,29 @@ CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &poin
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void
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CPhysical::ApplyGravity(void)
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{
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if(bAffectedByGravity)
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m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
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if (!bAffectedByGravity)
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return;
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#ifdef WALLCLIMB_CHEAT
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if (gGravityCheat && this == FindPlayerVehicle()) {
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static CVector v1(0.0f, 0.0f, 1.0f), v2(0.0f, 0.0f, 1.0f);
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CVector prop = GetPosition() - (GetUp() + GetUp());
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CColPoint point;
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CEntity* entity;
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if (CWorld::ProcessLineOfSight(GetPosition(), prop, point, entity, true, false, false, false, false, false))
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v2 = point.normal;
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else
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v2 = CVector(0.0f, 0.0f, 1.0f);
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float coef = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
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v1 = v1 * (1.0f - coef) + v2 * coef;
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if (v1.MagnitudeSqr() < 0.1f)
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v1 = CVector(0.0f, 0.0f, 1.0f);
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else
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v1.Normalise();
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m_vecMoveSpeed -= GRAVITY * CTimer::GetTimeStep() * v1;
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return;
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}
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#endif
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m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
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}
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void
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