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Jan 20th, 2018
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  1. -------------------------------------------------------------------------------------------------------------------
  2. -------------------------------------------------------------------------------------------------------------------
  3.  
  4. -- pager disable
  5. if not _setInteraction then _setInteraction = CopLogicInactive._set_interaction end
  6. function CopLogicInactive._set_interaction( data, my_data )
  7. data.char_tweak.has_alarm_pager = false
  8. _setInteraction(data, my_data)
  9. end
  10.  
  11. -------------------------------------------------------------------------------------------------------------------
  12. -------------------------------------------------------------------------------------------------------------------
  13.  
  14. -- lobotomy
  15. if not _actionRequest then _actionRequest = CopMovement.action_request end
  16. function CopMovement:action_request( action_desc )
  17. if action_desc.variant == "run" then return false end
  18. return _actionRequest(self, action_desc)
  19. end
  20. function GroupAIStateBase:on_police_called( called_reason ) end
  21. function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
  22. function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
  23. function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end
  24. function GroupAIStateBase:add_alert_listener( id, clbk, filter_num, types, m_pos ) end
  25. function GroupAIStateBase:criminal_spotted( unit ) end
  26. function GroupAIStateBase:report_aggression( unit ) end
  27. function GroupAIStateBase:propagate_alert( alert_data ) end
  28. function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
  29. function PlayerMovement:on_suspicion( observer_unit, status ) end
  30. function SecurityCamera:_upd_suspicion( t ) end
  31. function SecurityCamera:_sound_the_alarm( detected_unit ) end
  32. function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
  33.  
  34. -------------------------------------------------------------------------------------------------------------------
  35. -------------------------------------------------------------------------------------------------------------------
  36.  
  37. -- no civ penalty
  38. function MoneyManager.get_civilian_deduction() return 0 end
  39. function MoneyManager.civilian_killed() return end
  40.  
  41. -------------------------------------------------------------------------------------------------------------------
  42. -------------------------------------------------------------------------------------------------------------------
  43.  
  44. -- nuke
  45. function nukeunit(pawn)
  46. local col_ray = { }
  47. col_ray.ray = Vector3(1, 0, 0)
  48. col_ray.position = pawn.unit:position()
  49.  
  50. local action_data = {}
  51. action_data.variant = "explosion"
  52. action_data.damage = 100
  53. action_data.attacker_unit = nil
  54. action_data.col_ray = col_ray
  55.  
  56. pawn.unit:character_damage():damage_explosion(action_data)
  57. end
  58.  
  59. for u_key,u_data in pairs(managers.enemy:all_civilians()) do
  60. nukeunit(u_data)
  61. end
  62.  
  63. for u_key,u_data in pairs(managers.enemy:all_enemies()) do
  64. nukeunit(u_data)
  65. end
  66.  
  67. if managers.hud then
  68. managers.hud:show_hint( { text = "ATOM BOMB" } )
  69. end
  70. -------------------------------------------------------------------------------------------------------------------
  71. -------------------------------------------------------------------------------------------------------------------
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