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- -------------------------------------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------------------------------------
- -- pager disable
- if not _setInteraction then _setInteraction = CopLogicInactive._set_interaction end
- function CopLogicInactive._set_interaction( data, my_data )
- data.char_tweak.has_alarm_pager = false
- _setInteraction(data, my_data)
- end
- -------------------------------------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------------------------------------
- -- lobotomy
- if not _actionRequest then _actionRequest = CopMovement.action_request end
- function CopMovement:action_request( action_desc )
- if action_desc.variant == "run" then return false end
- return _actionRequest(self, action_desc)
- end
- function GroupAIStateBase:on_police_called( called_reason ) end
- function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
- function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
- function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end
- function GroupAIStateBase:add_alert_listener( id, clbk, filter_num, types, m_pos ) end
- function GroupAIStateBase:criminal_spotted( unit ) end
- function GroupAIStateBase:report_aggression( unit ) end
- function GroupAIStateBase:propagate_alert( alert_data ) end
- function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
- function PlayerMovement:on_suspicion( observer_unit, status ) end
- function SecurityCamera:_upd_suspicion( t ) end
- function SecurityCamera:_sound_the_alarm( detected_unit ) end
- function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
- -------------------------------------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------------------------------------
- -- no civ penalty
- function MoneyManager.get_civilian_deduction() return 0 end
- function MoneyManager.civilian_killed() return end
- -------------------------------------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------------------------------------
- -- nuke
- function nukeunit(pawn)
- local col_ray = { }
- col_ray.ray = Vector3(1, 0, 0)
- col_ray.position = pawn.unit:position()
- local action_data = {}
- action_data.variant = "explosion"
- action_data.damage = 100
- action_data.attacker_unit = nil
- action_data.col_ray = col_ray
- pawn.unit:character_damage():damage_explosion(action_data)
- end
- for u_key,u_data in pairs(managers.enemy:all_civilians()) do
- nukeunit(u_data)
- end
- for u_key,u_data in pairs(managers.enemy:all_enemies()) do
- nukeunit(u_data)
- end
- if managers.hud then
- managers.hud:show_hint( { text = "ATOM BOMB" } )
- end
- -------------------------------------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------------------------------------
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