#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/triggers.qh>
#include <common/monsters/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/physics/player.qh>
+#include <common/resources/sv_resources.qh>
#include <common/stats.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <server/mutators/_mod.qh>
#include <server/player.qh>
#include <server/race.qh>
-#include <server/resources.qh>
#include <server/world.qh>
#ifdef NOCHEATS
SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH)));
SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR));
STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
- STAT(BUFFS, this.personal) = STAT(BUFFS, this);
- STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this);
+ StatusEffects_copy(this.statuseffects, this.personal, 0);
this.personal.items = this.items;
this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
this.personal.pauserothealth_finished = this.pauserothealth_finished;
this.personal.pauserotfuel_finished = this.pauserotfuel_finished;
this.personal.pauseregen_finished = this.pauseregen_finished;
- STAT(STRENGTH_FINISHED, this.personal) = STAT(STRENGTH_FINISHED, this);
- STAT(INVINCIBLE_FINISHED, this.personal) = STAT(INVINCIBLE_FINISHED, this);
this.personal.teleport_time = time;
break; // this part itself doesn't cheat, so let's not count this
case CHIMPULSE_CLONE_MOVING.impulse:
SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH));
SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR));
STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
- STAT(BUFFS, this) = STAT(BUFFS, this.personal);
- STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal);
this.items = this.personal.items;
this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
this.pauserotfuel_finished = time + this.personal.pauserotfuel_finished - this.personal.teleport_time;
this.pauseregen_finished = time + this.personal.pauseregen_finished - this.personal.teleport_time;
- STAT(STRENGTH_FINISHED, this) = time + STAT(STRENGTH_FINISHED, this.personal) - this.personal.teleport_time;
- STAT(INVINCIBLE_FINISHED, this) = time + STAT(INVINCIBLE_FINISHED, this.personal) - this.personal.teleport_time;
+ StatusEffects_copy(this.personal, this.statuseffects, this.personal.teleport_time);
+ StatusEffects_update(this);
if(!autocvar_g_allow_checkpoints)
DID_CHEAT();
break;
}
sprint(this, "Usage:^3 sv_cheats 1; restart; cmd pointparticles <effectname> <position> <velocity> <countmultiplier>\n");
- sprint(this, " Where 'position' is a number from 0 to 1 representing distance on the crosshair line,\n");
- sprint(this, " and 'velocity' is a vector \"x y z\"\n");
+ sprint(this, " Where <position> is a number from 0 to 1 representing distance on the crosshair line,\n");
+ sprint(this, " and <velocity> is a vector \"x y z\"\n");
break;
case "trailparticles":
IS_CHEAT(this, 0, argc, 0);
}
else
{
- entity e = spawn();
+ entity e = new(func_breakable);
e.model = strzone(argv(1));
e.mdl = "rocket_explode";
SetResourceExplicit(e, RES_HEALTH, 1000);
e.angles = fixedvectoangles2(trace_plane_normal, v_forward);
e.angles = AnglesTransform_ApplyToAngles(e.angles, '-90 0 0'); // so unrotated models work
}
- spawnfunc_func_breakable(e);
+ func_breakable_setup(e);
// now, is it valid?
if(f == 0)
{
else
{
sprint(this, "Usage:^3 sv_cheats 1; restart; cmd make <modelname> <mode>\n");
- sprint(this, " where 'mode' can be 0, 1 or 2\n");
+ sprint(this, " where <mode> can be 0, 1 or 2\n");
}
break;
case "penalty":