/* KJL 11:10:15 28/01/98 - This file contains game-specific console variables */ #include "3dc.h" #include "inline.h" #include "module.h" #include "stratdef.h" #include "gamedef.h" #include "davehook.h" #include "r2base.h" #include "gadget.h" #include "daemon.h" #include "rentrntq.h" #include "bh_types.h" #include "consvar.hpp" #include "conscmnd.hpp" #include "equipmnt.h" #include "inline.h" #include "module.h" #include "stratdef.h" #include "weapons.h" #include "bh_queen.h" #include "bh_gener.h" #include "dxlog.h" #include "avp_menus.h" #include "pheromon.h" #include "ShowCmds.h" #include "pfarlocs.h" #define UseLocalAssert Yes #include "ourasert.h" #include "game_statistics.h" #include "AvP_EnvInfo.h" #include "AvP_UserProfile.h" extern "C" { extern int Simplify_HModel_Rendering; extern int TrickleCharge; extern int CloakDrain; extern int CloakThreshold; extern int CloakPowerOnDrain; extern int GlobalGoreRate; extern int PredPistol_ShotCost; extern int PredPistolBoltSpeed; extern int PredPistolBoltGravity; extern int Caster_Jumpstart; extern int Caster_Chargetime; extern int Caster_TrickleRate; extern int Caster_TrickleLevel; extern int Caster_ChargeRatio; extern int Caster_NPCKill; extern int Caster_PCKill; extern int Caster_BlastRadius; extern int Caster_MinCharge; extern int RecallDisc_Charge; extern void Recall_Disc(void); extern int Marine_Skill; extern int Marine_Terminal_Velocity; extern int ShowPredoStats; extern int ShowSquadState; extern int ShowNearSquad; extern int ShowHiveState; extern int ShowXenoStats; extern int ShowSlack; extern void ActivateHive(void); extern void DeActivateHive(void); extern void ForceAGenerator_Shell(void); extern void StrikeTime(int time); extern void AlienStrikeTime(int time); extern void CastSentrygun(void); extern void CastDummy(void); extern void StartPlayerTaunt(void); extern void Console_ZoneAlert(int input); extern void ZapSlack(void); /* Queen commands */ extern int Queen_Charge_Rate; extern int Queen_Step_Time; extern int Queen_Step_Speed; extern int Queen_Step_Mode; extern int Queen_Turn_Rate; extern void QComm_Stop(void); extern void QComm_StepForward(void); extern void QComm_StepBack(void); extern void QComm_TurnLeft(void); extern void QComm_TurnRight(void); extern void QComm_Heel(void); extern void QComm_Taunt(void); extern void QComm_Hiss(void); extern void QComm_LeftSwipe(void); extern void QComm_RightSwipe(void); extern void QComm_Route(void); extern void QComm_Charge(void); /* Tail calibration */ extern int tail_xcal; extern int tail_ycal; /* Molotov Callibration! */ extern int mx,my,mz; extern int RATweak; extern TEMPLATE_WEAPON_DATA TemplateWeapon[MAX_NO_OF_WEAPON_TEMPLATES]; extern void NewOnScreenMessage(unsigned char *messagePtr); extern int GlobalAmbience; int Old_GlobalAmbience=ONE_FIXED; int ShowAdj=0; char ccv_tempstring[128]; void Toggle_Ambience(void) { int buffer; buffer=GlobalAmbience; GlobalAmbience=Old_GlobalAmbience; Old_GlobalAmbience=buffer; } void ActivateAllGenerators(void) { int a; STRATEGYBLOCK *candidate; for (a=0; aI_SBtype==I_BehaviourGenerator) { GENERATOR_BLOCK *genBlock; genBlock=(GENERATOR_BLOCK *)candidate->SBdataptr; genBlock->Active=1; } } } void KillAllInanimates(void) { int a; STRATEGYBLOCK *candidate; for (a=0; aI_SBtype==I_BehaviourInanimateObject) { candidate->SBflags.please_destroy_me=1; } } } void KillAllMarines(void) { int a; STRATEGYBLOCK *candidate; for (a=0; aI_SBtype==I_BehaviourMarine) ||(candidate->I_SBtype==I_BehaviourSeal)) { CauseDamageToObject(candidate,&console_nuke,ONE_FIXED,NULL); } } } void KillAllAliens(void) { int a; STRATEGYBLOCK *candidate; for (a=0; aI_SBtype==I_BehaviourAlien) { CauseDamageToObject(candidate,&console_nuke,ONE_FIXED,NULL); } } } void KillAllPreds(void) { int a; STRATEGYBLOCK *candidate; for (a=0; aI_SBtype==I_BehaviourPredator) { CauseDamageToObject(candidate,&console_nuke,ONE_FIXED,NULL); } } } void KillAllDummies(void) { int a; STRATEGYBLOCK *candidate; for (a=0; aI_SBtype==I_BehaviourDummy) { DestroyAnyStrategyBlock(candidate); } } } void ToggleShapeRender(void) { Simplify_HModel_Rendering=(~Simplify_HModel_Rendering); } void Show_PredOStats(void) { ShowPredoStats=(~ShowPredoStats); } void Show_XenoStats(void) { ShowXenoStats=(~ShowXenoStats); } void Show_SquadState(void) { ShowSquadState=(~ShowSquadState); } void Show_NearSquad(void) { ShowNearSquad=(~ShowNearSquad); } void Show_HiveState(void) { ShowHiveState=(~ShowHiveState); } void Show_Slack(void) { ShowSlack=(~ShowSlack); } void Show_Adj(void) { ShowAdj=(~ShowAdj); } void Toggle_Observer(void) { Observer=(~Observer); } void ShowRecoilMaxXTilt(void) { PLAYER_WEAPON_DATA *weaponPtr; TEMPLATE_WEAPON_DATA *twPtr; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); GLOBALASSERT(playerStatusPtr); weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber]; sprintf(ccv_tempstring,"RECOILMAXXTILT = %d\n",twPtr->RecoilMaxXTilt); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); } void ShowRecoilMaxYTilt(void) { PLAYER_WEAPON_DATA *weaponPtr; TEMPLATE_WEAPON_DATA *twPtr; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); GLOBALASSERT(playerStatusPtr); weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber]; sprintf(ccv_tempstring,"RECOILMAXYTILT = %d\n",twPtr->RecoilMaxYTilt); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); } void ShowRecoilMaxZ(void) { PLAYER_WEAPON_DATA *weaponPtr; TEMPLATE_WEAPON_DATA *twPtr; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); GLOBALASSERT(playerStatusPtr); weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber]; sprintf(ccv_tempstring,"RECOILMAXZ = %d\n",twPtr->RecoilMaxZ); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); } void ShowRecoilMaxRandomZ(void) { PLAYER_WEAPON_DATA *weaponPtr; TEMPLATE_WEAPON_DATA *twPtr; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); GLOBALASSERT(playerStatusPtr); weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber]; sprintf(ccv_tempstring,"RECOILMAXRANDOMZ = %d\n",twPtr->RecoilMaxRandomZ); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); } void SetRecoilMaxXTilt(int value) { PLAYER_WEAPON_DATA *weaponPtr; TEMPLATE_WEAPON_DATA *twPtr; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); GLOBALASSERT(playerStatusPtr); weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber]; twPtr->RecoilMaxXTilt=value; sprintf(ccv_tempstring,"RECOILMAXXTILT = %d\n",twPtr->RecoilMaxXTilt); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); } void SetRecoilMaxYTilt(int value) { PLAYER_WEAPON_DATA *weaponPtr; TEMPLATE_WEAPON_DATA *twPtr; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); GLOBALASSERT(playerStatusPtr); weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber]; twPtr->RecoilMaxYTilt=value; sprintf(ccv_tempstring,"RECOILMAXYTILT = %d\n",twPtr->RecoilMaxYTilt); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); } void SetRecoilMaxZ(int value) { PLAYER_WEAPON_DATA *weaponPtr; TEMPLATE_WEAPON_DATA *twPtr; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); GLOBALASSERT(playerStatusPtr); weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber]; twPtr->RecoilMaxZ=value; sprintf(ccv_tempstring,"RECOILMAXZ = %d\n",twPtr->RecoilMaxZ); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); } void SetRecoilMaxRandomZ(int value) { PLAYER_WEAPON_DATA *weaponPtr; TEMPLATE_WEAPON_DATA *twPtr; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); GLOBALASSERT(playerStatusPtr); weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber]; twPtr->RecoilMaxRandomZ=value; sprintf(ccv_tempstring,"RECOILMAXRANDOMZ = %d\n",twPtr->RecoilMaxRandomZ); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); } void SetPredPistolRecoilTime(int value) { TEMPLATE_WEAPON_DATA *twPtr; int timeOutRate; twPtr = &TemplateWeapon[WEAPON_PRED_PISTOL]; if (value==0) { int time; GLOBALASSERT(twPtr->TimeOutRateForState[WEAPONSTATE_RECOIL_PRIMARY]); time=DIV_FIXED(ONE_FIXED,twPtr->TimeOutRateForState[WEAPONSTATE_RECOIL_PRIMARY]); sprintf(ccv_tempstring,"PREDPISTOL_RECOILTIME = %d\n",time); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); return; } timeOutRate=DIV_FIXED(ONE_FIXED,value); twPtr->TimeOutRateForState[WEAPONSTATE_RECOIL_PRIMARY]=timeOutRate; } void SetPredPistolMaxDamage(int value) { if (value<0) { sprintf(ccv_tempstring,"PREDPISTOL_BLASTDAMAGE = %d\n",TemplateAmmo[AMMO_PRED_PISTOL].MaxDamage[AvP.Difficulty].Electrical); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); return; } if (value>1000) return; TemplateAmmo[AMMO_PRED_PISTOL].MaxDamage[AvP.Difficulty].Electrical=value; } void SetPredPistolBlastRange(int value) { if (value<0) { sprintf(ccv_tempstring,"PREDPISTOL_BLASTRANGE = %d\n",TemplateAmmo[AMMO_PRED_PISTOL].MaxRange); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); return; } if (value>65536) return; TemplateAmmo[AMMO_PRED_PISTOL].MaxRange=value; } void SetPredPistolStrikeDamage(int value) { if (value<0) { sprintf(ccv_tempstring,"PREDPISTOL_STRIKEDAMAGE = %d\n",TemplateAmmo[AMMO_PREDPISTOL_STRIKE].MaxDamage[AvP.Difficulty].Electrical); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); return; } if (value>1000) return; TemplateAmmo[AMMO_PREDPISTOL_STRIKE].MaxDamage[AvP.Difficulty].Electrical=value; } void PredPistol_FullAuto(void) { TEMPLATE_WEAPON_DATA *twPtr; twPtr = &TemplateWeapon[WEAPON_PRED_PISTOL]; twPtr->PrimaryIsAutomatic=1; } void PredPistol_SemiAuto(void) { TEMPLATE_WEAPON_DATA *twPtr; twPtr = &TemplateWeapon[WEAPON_PRED_PISTOL]; twPtr->PrimaryIsAutomatic=0; } void SetPlayerStartingHealth(int value) { NPC_DATA *NpcData; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); switch (AvP.PlayerType) { case I_Marine: switch (AvP.Difficulty) { case I_Easy: NpcData=GetThisNpcData(I_PC_Marine_Easy); break; default: case I_Medium: NpcData=GetThisNpcData(I_PC_Marine_Medium); break; case I_Hard: NpcData=GetThisNpcData(I_PC_Marine_Hard); break; case I_Impossible: NpcData=GetThisNpcData(I_PC_Marine_Impossible); break; } break; case I_Alien: switch (AvP.Difficulty) { case I_Easy: NpcData=GetThisNpcData(I_PC_Alien_Easy); break; default: case I_Medium: NpcData=GetThisNpcData(I_PC_Alien_Medium); break; case I_Hard: NpcData=GetThisNpcData(I_PC_Alien_Hard); break; case I_Impossible: NpcData=GetThisNpcData(I_PC_Alien_Impossible); break; } break; default: LOCALASSERT(0); } GLOBALASSERT(NpcData); if (value<=0) { sprintf(ccv_tempstring,"PLAYER STARTING HEALTH = %d\n",NpcData->StartingStats.Health); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); return; } if (value>1000) return; NpcData->StartingStats.Health=value; Player->ObStrategyBlock->SBDamageBlock.Health=NpcData->StartingStats.Health<Health=Player->ObStrategyBlock->SBDamageBlock.Health; } void SetPlayerStartingArmour(int value) { NPC_DATA *NpcData; PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr); switch (AvP.PlayerType) { case I_Marine: switch (AvP.Difficulty) { case I_Easy: NpcData=GetThisNpcData(I_PC_Marine_Easy); break; default: case I_Medium: NpcData=GetThisNpcData(I_PC_Marine_Medium); break; case I_Hard: NpcData=GetThisNpcData(I_PC_Marine_Hard); break; case I_Impossible: NpcData=GetThisNpcData(I_PC_Marine_Impossible); break; } break; case I_Alien: switch (AvP.Difficulty) { case I_Easy: NpcData=GetThisNpcData(I_PC_Alien_Easy); break; default: case I_Medium: NpcData=GetThisNpcData(I_PC_Alien_Medium); break; case I_Hard: NpcData=GetThisNpcData(I_PC_Alien_Hard); break; case I_Impossible: NpcData=GetThisNpcData(I_PC_Alien_Impossible); break; } break; default: LOCALASSERT(0); } GLOBALASSERT(NpcData); if (value<=0) { sprintf(ccv_tempstring,"PLAYER STARTING ARMOUR = %d\n",NpcData->StartingStats.Armour); NewOnScreenMessage((unsigned char *)&ccv_tempstring[0]); return; } if (value>1000) return; NpcData->StartingStats.Armour=value; Player->ObStrategyBlock->SBDamageBlock.Armour=NpcData->StartingStats.Armour<Armour=Player->ObStrategyBlock->SBDamageBlock.Armour; } void ResetPersonalBests(void) { { int a,b; for (a=0; aPersonalBests[a][b]=DefaultLevelGameStats; } } } } void CreateMoreGameSpecificConsoleVariables(void) { #if CONSOLE_DEBUGGING_COMMANDS_ACTIVATED /* Calibrate Tail Hack */ ConsoleVariable :: MakeSimpleConsoleVariable_Int ( tail_xcal, // int& Value_ToUse, "TAIL-XCAL", // ProjChar* pProjCh_ToUse, "CLASSIFIED", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 1000 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( tail_ycal, // int& Value_ToUse, "TAIL-YCAL", // ProjChar* pProjCh_ToUse, "CLASSIFIED", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 1000 // int MaxVal_New ); #if 0 ConsoleVariable :: MakeSimpleConsoleVariable_Int ( RATweak, // int& Value_ToUse, "RATWEAK", // ProjChar* pProjCh_ToUse, "CLASSIFIED", // ProjChar* pProjCh_Description_ToUse -512, // int MinVal_New, 512 // int MaxVal_New ); #endif ConsoleVariable :: MakeSimpleConsoleVariable_Int ( GlobalGoreRate, // int& Value_ToUse, "GLOBALGORERATE", // ProjChar* pProjCh_ToUse, "(TAKES VALUES 0 -> 65536, LESS IS MORE: 0 = DISABLED)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 65536 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Marine_Skill, // int& Value_ToUse, "MARINE-SKILL", // ProjChar* pProjCh_ToUse, "(NPC SKILL, 65536 WILL RARELY MISS)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 131072 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Marine_Terminal_Velocity, // int& Value_ToUse, "MARINE-TERMINAL-VELOCITY", // ProjChar* pProjCh_ToUse, "(SPEED WHICH KILLS A FALLING MARINE)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 131072 // int MaxVal_New ); /* Cloaking */ ConsoleVariable :: MakeSimpleConsoleVariable_Int ( TrickleCharge, // int& Value_ToUse, "TRICKLECHARGE", // ProjChar* pProjCh_ToUse, "(PRED TRICKLE CHARGE RATE)", // ProjChar* pProjCh_Description_ToUse -131072, // int MinVal_New, 131072 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( CloakDrain, // int& Value_ToUse, "CLOAKDRAIN", // ProjChar* pProjCh_ToUse, "(PRED CLOAK DRAIN RATE)", // ProjChar* pProjCh_Description_ToUse -131072, // int MinVal_New, 131072 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( CloakThreshold, // int& Value_ToUse, "CLOAKTHRESHOLD", // ProjChar* pProjCh_ToUse, "(CANNOT CLOAK WITHOUT THIS MUCH ENERGY)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, PLAYERCLOAK_MAXENERGY // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( CloakPowerOnDrain, // int& Value_ToUse, "CLOAKPOWERONDRAIN", // ProjChar* pProjCh_ToUse, "(CLOAKING USES THIS MUCH POWER)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, PLAYERCLOAK_MAXENERGY // int MaxVal_New ); /* Pred Pistol */ ConsoleVariable :: MakeSimpleConsoleVariable_Int ( PredPistol_ShotCost, // int& Value_ToUse, "PREDPISTOL_SHOTCOST", // ProjChar* pProjCh_ToUse, "(ONE SHOT USES THIS MUCH POWER)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, PLAYERCLOAK_MAXENERGY // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( PredPistolBoltSpeed, // int& Value_ToUse, "PREDPISTOL_BOLTSPEED", // ProjChar* pProjCh_ToUse, "(SPEED OF BOLT)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 262144 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( PredPistolBoltGravity, // int& Value_ToUse, "PREDPISTOL_BOLTGRAVITY", // ProjChar* pProjCh_ToUse, "(GGRAVITY APPLIED TO BOLT)", // ProjChar* pProjCh_Description_ToUse -131072, // int MinVal_New, 131072 // int MaxVal_New ); ConsoleCommand :: Make ( "RESET_PERSONAL_BESTS", "RESETS PERSONAL BESTS STRUCTURES", ResetPersonalBests ); ConsoleCommand :: Make ( "PREDPISTOL_BLASTRANGE", "ALTERS PRED PISTOL EXPLOSIVE RANGE", SetPredPistolBlastRange ); ConsoleCommand :: Make ( "PREDPISTOL_BLASTDAMAGE", "ALTERS PRED PISTOL EXPLOSIVE DAMAGE", SetPredPistolMaxDamage ); ConsoleCommand :: Make ( "PREDPISTOL_STRIKEDAMAGE", "ALTERS PRED PISTOL DIRECT DAMAGE", SetPredPistolStrikeDamage ); ConsoleCommand :: Make ( "PREDPISTOL_RECOILTIME", "ALTERS PRED PISTOL RECOIL TIME", SetPredPistolRecoilTime ); ConsoleCommand :: Make ( "PREDPISTOL_FULLAUTO", "MAKES PRED PISTOL FULLY AUTOMATIC", PredPistol_FullAuto ); ConsoleCommand :: Make ( "PREDPISTOL_SEMIAUTO", "MAKES PRED PISTOL SEMI AUTOMATIC", PredPistol_SemiAuto ); /* Plasmacaster */ ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_Jumpstart, // int& Value_ToUse, "CASTER_JUMPSTART", // ProjChar* pProjCh_ToUse, "(INSTANT CHARGE WHEN FIRED)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 65536 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_Chargetime, // int& Value_ToUse, "CASTER_CHARGETIME", // ProjChar* pProjCh_ToUse, "(TIME TO CHARGE UP WITH FIRE)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, (65536*60) // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_TrickleRate, // int& Value_ToUse, "CASTER_TRICKLERATE", // ProjChar* pProjCh_ToUse, "(ONE FIXED PER SECOND)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 65536 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_TrickleLevel, // int& Value_ToUse, "CASTER_TRICKLELEVEL", // ProjChar* pProjCh_ToUse, "(TRICKLES TO THIS LEVEL)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 65536 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_ChargeRatio, // int& Value_ToUse, "CASTER_CHARGERATIO", // ProjChar* pProjCh_ToUse, "(FIELD CHARGE FOR A FULL SHOT)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, (65536*30) // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_NPCKill, // int& Value_ToUse, "CASTER_NPCKILL", // ProjChar* pProjCh_ToUse, "(CASTER CHARGE TO KILL AN NPC)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 65536 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_PCKill, // int& Value_ToUse, "CASTER_PCKILL", // ProjChar* pProjCh_ToUse, "(CASTER CHARGE TO KILL A PC)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 65536 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_BlastRadius, // int& Value_ToUse, "CASTER_BLASTRADIUS", // ProjChar* pProjCh_ToUse, "(BLAST RADIUS OF A FULL BOLT)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 65536 // int MaxVal_New ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Caster_MinCharge, // int& Value_ToUse, "CASTER_MINCHARGE", // ProjChar* pProjCh_ToUse, "(MINIMUM CASTER CHARGE TO FIRE)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, 65536 // int MaxVal_New ); /* Disc */ ConsoleVariable :: MakeSimpleConsoleVariable_Int ( RecallDisc_Charge, // int& Value_ToUse, "RECALL_DISC_CHARGE", // ProjChar* pProjCh_ToUse, "(COST TO RECALL A DISC)", // ProjChar* pProjCh_Description_ToUse 0, // int MinVal_New, PLAYERCLOAK_MAXENERGY // int MaxVal_New ); ConsoleCommand :: Make ( "RECALL_DISC", "RECALLS A STUCK DISC", Recall_Disc ); /* Player Stats */ ConsoleCommand :: Make ( "PLAYER_STARTING_HEALTH", "CHANGES CURRENT PLAYER STARTING HEALTH", SetPlayerStartingHealth ); ConsoleCommand :: Make ( "PLAYER_STARTING_ARMOUR", "CHANGES CURRENT PLAYER STARTING ARMOUR", SetPlayerStartingArmour ); /* Debugging */ #if 1 ConsoleCommand :: Make ( "TOGGLE_SHAPERENDER", "SWITCHES ALL HIERARCHY SECTIONS FOR SHELLS", ToggleShapeRender ); #endif /* TEMPORARY */ ConsoleCommand :: Make ( "STRIKETIME", "ALTERS WRISTBLADE STRIKE TIME", StrikeTime ); ConsoleCommand :: Make ( "ALIEN-STRIKETIME", "ALTERS ALIEN CLAW STRIKE TIME", AlienStrikeTime ); ConsoleCommand :: Make ( "SHOWPREDOSTATS", "TOGGLES PREDATOR ENERGY PRINT", Show_PredOStats ); ConsoleCommand :: Make ( "SHOWXENOSTATS", "TOGGLES XENOBORG BEHAVIOUR PRINT", Show_XenoStats ); ConsoleCommand :: Make ( "SHOWSQUADSTATE", "TOGGLES MARINE SQUAD STATUS PRINT", Show_SquadState ); ConsoleCommand :: Make ( "SHOWNEARSQUAD", "TOGGLES NEAR MARINE STATUS PRINT", Show_NearSquad ); ConsoleCommand :: Make ( "SHOWHIVESTATE", "TOGGLES HIVE STATUS PRINT", Show_HiveState ); #if 0 ConsoleCommand :: Make ( "TOGGLEAMBIENCE", "TOGGLES THE AMBIENT LIGHT", Toggle_Ambience ); #endif ConsoleCommand :: Make ( "SHOWSLACK", "TOGGLES SLACK STATUS PRINT", Show_Slack ); ConsoleCommand :: Make ( "SHOWADJACENCIES", "TOGGLES ADJACENCY STATUS PRINT", Show_Adj ); ConsoleCommand :: Make ( "ZAPSLACK", "ZEROES SLACK COUNTERS", ZapSlack ); ConsoleCommand :: Make ( "ZONEALERT", "TRIGGERS A MARINE ALERT", Console_ZoneAlert ); /* TEMPORARY */ ConsoleCommand :: Make ( "TAUNT", "STARTS TAUNT SEQUENCE", StartPlayerTaunt ); ConsoleCommand :: Make ( "ACTIVATE-HIVE", "ACTIVATES ALIEN/NPC HIVE", ActivateHive ); ConsoleCommand :: Make ( "DEACTIVATE-HIVE", "DEACTIVATES ALIEN/NPC HIVE", DeActivateHive ); ConsoleCommand :: Make ( "FORCEGEN", "FORCES GENERATION OF AN NPC - SOMEWHERE", ForceAGenerator_Shell ); ConsoleCommand :: Make ( "DUMMY", "CREATES PLAYER DUMMY.", CastDummy ); #if 0 ConsoleCommand :: Make ( "SENTRYGUN", "DROPS A SENTRY GUN", CastSentrygun ); #endif ConsoleCommand :: Make ( "ACTIVATE_GENERATORS", "ACTIVATES ALL GENERATORS.", ActivateAllGenerators ); ConsoleCommand :: Make ( "NUKEINANIMATES", "DESTROYS ALL INANIMATE OBJECTS.", KillAllInanimates ); ConsoleCommand :: Make ( "NUKEMARINES", "KILLS ALL MARINES.", KillAllMarines ); ConsoleCommand :: Make ( "NUKEALIENS", "KILLS ALL ALIENS.", KillAllAliens ); ConsoleCommand :: Make ( "NUKEPREDS", "KILLS ALL PREDATORS.", KillAllPreds ); ConsoleCommand :: Make ( "NUKEDUMMIES", "KILLS ALL PLAYER DUMMIES.", KillAllDummies ); ConsoleCommand :: Make ( "OBSERVER", "TOGGLES OBSERVER MODE.", Toggle_Observer ); ConsoleCommand :: Make ( "SHOWRECOILMAXXTILT", "SHOWS THAT VALUE.", ShowRecoilMaxXTilt ); ConsoleCommand :: Make ( "SHOWRECOILMAXYTILT", "SHOWS THAT VALUE.", ShowRecoilMaxYTilt ); ConsoleCommand :: Make ( "SHOWRECOILMAXZ", "SHOWS THAT VALUE.", ShowRecoilMaxZ ); ConsoleCommand :: Make ( "SHOWRECOILMAXRANDOMZ", "SHOWS THAT VALUE.", ShowRecoilMaxRandomZ ); ConsoleCommand :: Make ( "SETRECOILMAXXTILT", "SETS THAT VALUE.", SetRecoilMaxXTilt ); ConsoleCommand :: Make ( "SETRECOILMAXYTILT", "SETS THAT VALUE.", SetRecoilMaxYTilt ); ConsoleCommand :: Make ( "SETRECOILMAXZ", "SETS THAT VALUE.", SetRecoilMaxZ ); ConsoleCommand :: Make ( "SETRECOILMAXRANDOMZ", "SETS THAT VALUE.", SetRecoilMaxRandomZ ); #if 0 ConsoleVariable :: MakeSimpleConsoleVariable_Int ( mx, "MX", "MOLOTOV X IMPULSE", -ONE_FIXED, ONE_FIXED ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( my, "MY", "MOLOTOV Y IMPULSE", -ONE_FIXED, ONE_FIXED ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( mz, "MZ", "MOLOTOV Z IMPULSE", -ONE_FIXED, ONE_FIXED ); #endif #if 0 /* Queen commands */ ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Queen_Step_Time, "QSTEP-TIME", "QUEEN STEP FORWARD TIME", 0, (ONE_FIXED<<8) ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Queen_Charge_Rate, "QCHARGE_RATE", "QUEEN CHARGE PACE", 0, (ONE_FIXED<<8) ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Queen_Step_Speed, "QSTEP-SPEED", "QUEEN STEP FORWARD SPEED", 0, (ONE_FIXED) ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Queen_Step_Mode, "QSTEP-MODE", "QUEEN STEP FORWARD MODE", 0, 1 ); ConsoleVariable :: MakeSimpleConsoleVariable_Int ( Queen_Turn_Rate, "QTURN-RATE", "QUEEN TURN RATE", 0, 65536 ); ConsoleCommand :: Make ( "QCOMM-STOP", "STOPS SLAVE QUEEN.", QComm_Stop ); ConsoleCommand :: Make ( "QCOMM-SF", "ORDERS SLAVE QUEEN ONE STEP FORWARD.", QComm_StepForward ); ConsoleCommand :: Make ( "QCOMM-SB", "ORDERS SLAVE QUEEN ONE STEP Back.", QComm_StepBack ); ConsoleCommand :: Make ( "QCOMM-TL", "ORDERS SLAVE QUEEN TO TURN LEFT.", QComm_TurnLeft ); ConsoleCommand :: Make ( "QCOMM-TR", "ORDERS SLAVE QUEEN TO TURN RIGHT.", QComm_TurnRight ); ConsoleCommand :: Make ( "QCOMM-HEEL", "ORDERS SLAVE QUEEN TO COME TO PLAYER.", QComm_Heel ); ConsoleCommand :: Make ( "QCOMM-TAUNT", "ORDERS SLAVE QUEEN TO TAUNT.", QComm_Taunt ); ConsoleCommand :: Make ( "QCOMM-HISS", "ORDERS SLAVE QUEEN TO HISS.", QComm_Hiss ); ConsoleCommand :: Make ( "QCOMM-LS", "ORDERS SLAVE QUEEN TO SWIPE (LEFT).", QComm_LeftSwipe ); ConsoleCommand :: Make ( "QCOMM-RS", "ORDERS SLAVE QUEEN TO SWIPE (Right).", QComm_RightSwipe ); ConsoleCommand :: Make ( "QCOMM-ROUTE", "ORDERS SLAVE QUEEN TO FOLLOW THE PROGRAMMED ROUTE.", QComm_Route ); ConsoleCommand :: Make ( "QCOMM-CHARGE", "ORDERS SLAVE QUEEN TO CHARGE.", QComm_Charge ); #endif #endif } }; // extern "C"