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- if managers.hud then
- managers.hud:show_hint( { text = "Executed script.lua" } )
- end
- -- Message on screen
- if managers.hud then
- managers.hud:show_hint( { text = "LUA Hack loaded!" } )
- end
- managers.experience:_set_current_level(100) -- level
- -- Message on screen
- if managers.hud then
- managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
- end
- --END
- managers.money:_add_to_total(0) -- money
- -- Message on screen
- if managers.hud then
- managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
- end
- --END
- managers.skilltree:_set_points(1000) -- skill points
- -- Message on screen
- if managers.hud then
- managers.hud:show_hint( { text = "LUA script loaded! Complete the mission to see effect." } )
- end
- --END
- -- Infinite Cable Ties
- if not _rmSpecial then
- _rmSpecial = PlayerManager.remove_special
- end
- function PlayerManager:remove_special( name ) end
- -- Infinite Equipment (Not Host)
- function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
- PlayerStandard._get_walk_headbob = function(self) return 0 end
- PlayerStandard._can_stand = function(self) return true end
- PlayerManager.remove_equipment = function(self, equipment_id) end
- PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
- PlayerManager.chk_minion_limit_reached = function(self) return false end
- PlayerManager.spread_multiplier = function(self) return 0 end
- PlayerMovement.is_stamina_drained = function(self) return false end
- PlayerStandard._can_run_directional = function(self) return true end
- BaseInteractionExt._has_required_upgrade = function(self) return true end
- BaseInteractionExt._has_required_deployable = function(self) return true end
- BaseInteractionExt._get_timer = function(self) return 0 end
- BaseInteractionExt.can_interact = function(self, player) return true end
- --END
- -- Infinite Saw
- if not _fireSaw then
- _fireSaw = SawWeaponBase.fire
- end
- function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
- _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
- if managers.player:player_unit() == self._setup.user_unit then
- self.set_ammo(self, 1.0)
- end
- end
- --END
- -- Infinite Ammo Clip
- if not _fireWep then
- _fireWep = NewRaycastWeaponBase.fire
- end
- function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
- _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
- if managers.player:player_unit() == self._setup.user_unit then
- self.set_ammo(self, 1.0)
- end
- end
- --END
- -- Weapon Mods
- NewRaycastWeaponBase._get_spread = function(self) return 0 end
- NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
- NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 end
- PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
- NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end
- BaseInteractionExt._has_required_upgrade = function(self) return true end
- BaseInteractionExt._has_required_deployable = function(self) return true end
- BaseInteractionExt._get_timer = function(self) return 0 end
- BaseInteractionExt.can_interact = function(self, player) return true end
- --END
- -- Throwing Distance
- local car_arr = {
- 'being',
- 'mega_heavy',
- 'heavy',
- 'medium',
- 'light',
- 'coke_light'
- }
- for i, name in ipairs(car_arr) do
- tweak_data.carry.types[ name ].throw_distance_multiplier = 4.0
- end
- --END
- -- invulnerable
- local player = managers.player:player_unit()
- player:character_damage():set_invulnerable( true )
- --END
- -- Player Mods
- PlayerStandard._get_walk_headbob = function(self) return 0 end
- PlayerStandard._can_stand = function(self) return true end
- PlayerManager.remove_equipment = function(self, equipment_id) end
- PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
- PlayerManager.chk_minion_limit_reached = function(self) return false end
- PlayerManager.spread_multiplier = function(self) return 0 end
- PlayerMovement.is_stamina_drained = function(self) return false end
- PlayerStandard._can_run_directional = function(self) return true end
- --END
- --Fast Drilling
- function TimerGui:_set_jamming_values() return end
- function TimerGui:start( timer )
- timer = 0.01
- if self._jammed then
- self:_set_jammed( false )
- return
- end
- if not self._powered then
- self:_set_powered( true )
- return
- end
- if self._started then
- return
- end
- self:_start( timer )
- if managers.network:session() then
- managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
- end
- end
- --END
- --DEAD CIVI NONE
- MoneyManager.get_civilian_deduction = function(self) return 0 end
- --END
- -- Infinite sentry ammo, no recoil, left the weapon spread in because sentries have a tough time killing if they shoot in one spot
- function SentryGunWeapon:fire( blanks, expend_ammo )
- local fire_obj = self._effect_align[ self._interleaving_fire ]
- local from_pos = fire_obj:position()
- local direction = fire_obj:rotation():y()
- mvector3.spread( direction, tweak_data.weapon[ self._name_id ].SPREAD * self._spread_mul )
- World:effect_manager():spawn( self._muzzle_effect_table[ self._interleaving_fire ] ) -- , normal = col_ray.normal } )
- if self._use_shell_ejection_effect then
- World:effect_manager():spawn( self._shell_ejection_effect_table )
- end
- local ray_res = self:_fire_raycast( from_pos, direction, blanks )
- if self._alert_events and ray_res.rays then
- RaycastWeaponBase._check_alert( self, ray_res.rays, from_pos, direction, self._unit )
- end
- return ray_res
- end
- -- Sentry god mode
- function SentryGunDamage:damage_bullet( attack_data ) end
- -- Mark enemies
- function mark_enemies()
- local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
- for i,unit in ipairs( units ) do
- -- Check if we are undetected still
- --if managers.groupai:state():whisper_mode() then
- -- Check if unit is not a civ
- if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
- managers.game_play_central:add_enemy_contour( unit, false )
- managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
- end
- --end
- end
- end
- if managers.hud then -- Check if in-game, otherwise, GameSetup class isn't prepared yet and code fails
- if not _gameUpdate then _gameUpdate = GameSetup.update end
- do
- local _gameUpdateLastMark
- function GameSetup:update( t, dt )
- _gameUpdate(self, t, dt);
- if not _gameUpdateLastMark or t - _gameUpdateLastMark > 9 then
- _gameUpdateLastMark = t
- mark_enemies()
- end
- end
- end
- end
- --END
- -- Allow infinite pagers
- function GroupAIStateBase:on_successful_alarm_pager_bluff() end
- --END
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