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if FirstLoad then
g_CheatsEnabledInC = Platform.cheats
end
Platform.cheats = rawget(_G, "g_CheatsEnabledInC")
function AreCheatsEnabled()
return Platform.cheats or Platform.trailer or AreModdingToolsActive()
end
function OnMsg.InitSessionCampaignObjects()
gv_Cheats.Teleport = Platform.developer
gv_Cheats.WeakDamage = false
gv_Cheats.StrongDamage = false
gv_Cheats.GodMode = {}
gv_Cheats.InfiniteAP = {}
gv_Cheats.Invulnerability = {}
gv_Cheats.AutoResolve = false
gv_Cheats.FreeParts = false
gv_Cheats.FreeMeds = false
gv_Cheats.SkillCheck = false
gv_Cheats.FastActivity = false
gv_Cheats.FullVisibility = false
gv_Cheats.CombatUIHidden = false
gv_Cheats.IWUIHidden = false
gv_Cheats.ReplayUIHidden = false
gv_Cheats.OptionalUIHidden = false
gv_Cheats.BigGuns = false
gv_Cheats.AlwaysHit = false
gv_Cheats.AlwaysMiss = false
gv_Cheats.SignatureNoCD = false
gv_Cheats.oneHpEnemies = false
gv_Cheats.ShowSquadsPower = false
for _, side in ipairs(SideDefs) do
gv_Cheats.GodMode[side.Id] = false
gv_Cheats.InfiniteAP[side.Id] = false
gv_Cheats.Invulnerability[side.Id] = false
end
end
function CheatEnabled(id, side)
if Platform.developer and id == "Teleport" then return true end
if not gv_Cheats then return false end
local value = gv_Cheats[id]
if type(value) == "table" then
value = (side and value[side]) or false
end
return value
end
local function GetSideUnits(side)
local idx = table.find(g_Teams, "side", side)
return idx and g_Teams[idx].units
end
function NetSyncEvents.CheatEnable(id, state, side, args)
local tbl = gv_Cheats
local key = id
if type(gv_Cheats[id]) == "table" then
if not side then
return
end
tbl = gv_Cheats[id]
key = side
end
if state == nil then -- toggle
state = not tbl[key]
else
state = not not state -- enforce bool
end
tbl[key] = state
if id == "GodMode" then
local units = GetSideUnits(side)
for _, unit in ipairs(units) do
unit:GodMode("god_mode", state)
end
elseif id == "InfiniteAP" then
local units = GetSideUnits(side)
for _, unit in ipairs(units) do
unit:GodMode("infinite_ap", state)
end
elseif id == "Invulnerability" then
local units = GetSideUnits(side)
for _, unit in ipairs(units) do
unit:GodMode("invulnerable", state)
end
elseif id == "FullVisibility" then
g_VisibilityUpdated = false
InvalidateVisibility()
elseif id == "CombatUIHidden" then
HideCombatUI(tbl.CombatUIHidden)
elseif id == "IWUIHidden" then
HideInWorldCombatUI(tbl.IWUIHidden, "cheat")
elseif id == "ReplayUIHidden" then
HideReplayUI(tbl.ReplayUIHidden)
elseif id == "OptionalUIHidden" then
HideOptionalUI(tbl.OptionalUIHidden)
elseif id == "PanicUnit" then
local unit = args
if IsValid(unit) and IsKindOf(unit, "Unit") then
unit:AddStatusEffect("Panicked")
end
elseif id == "BigGuns" then
for _, unit in ipairs(g_Units) do
unit:UpdateOutfit()
end
elseif id == "AlwaysHit" and state then
gv_Cheats.AlwaysMiss = false
elseif id == "AlwaysMiss" and state then
gv_Cheats.AlwaysHit = false
elseif id == "Teleport" then
RevealAllSectors()
elseif id == "OneHpEnemies" then
for _, unit in ipairs(g_Units) do
if (unit.team.side == "enemy1" or unit.team.side == "enemy2") and not unit:IsDead() then
unit.HitPoints = state and 1 or unit.MaxHitPoints
end
end
UpdateAllBadgesAndModes()
end
end
function CheatTeleportToCursor()
local sat = GetSatelliteDialog()
if sat then
local sel_sq = sat.selected_squad
if not sel_sq then
print("Teleport: There is no active squad")
else
local sectorWin = g_SatelliteUI and g_SatelliteUI:GetSectorOnPos("mouse")
if not sectorWin then
print("Teleport: There is no satellite sector under cursor")
else
NetSyncEvent("CheatSatelliteTeleportSquad", sel_sq.UniqueId, sectorWin.context.Id)
end
end
return
end
if not SelectedObj and #Selection == 0 then
print("Teleport: There is no active unit")
return
end
local pos = GetCursorPassSlab()
if not pos then
print("Teleport: There is no proper teleport position at " .. tostring(pos))
return
end
local function teleport(unit, pos)
NetSyncEvent("StartCombatAction", netUniqueId, "Teleport", unit, g_Combat and 0 or false, pos) -- bypass some checks
end
if #Selection > 1 then
local units = Selection
local dest = GetUnitsDestinations(units, pos)
for i, u in ipairs(units) do
if dest[i] then
teleport(u, point(point_unpack(dest[i])))
end
end
elseif IsKindOf(SelectedObj, "Unit") then
teleport(SelectedObj, pos)
end
end
function NetSyncEvents.CheatLevelUp(unit, maxLevel)
if not unit then unit = SelectedObj end
if not unit then return end
local cur_level = unit:GetLevel()
local nXPTable = #XPTable
local level = maxLevel and nXPTable or Min(cur_level + 1, nXPTable)
local next_level_exp = GetXPTable(level)
local xpDiff = next_level_exp - unit.Experience
ReceiveStatGainingPoints(unit, xpDiff)
unit.Experience = next_level_exp
local newLevel = unit:GetLevel()
if newLevel > cur_level then
unit.perkPoints = unit.perkPoints + (newLevel - cur_level)
TutorialHintsState.GainLevel = true
end
unit:SyncWithSession("map")
ObjModified(unit)
InventoryUIRespawn()
PerksUIRespawn()
CombatLog("important", T{134899495484, "<DisplayName> has reached <em>level <level></em>", SubContext(unit, { level = unit:GetLevel() })})
Msg("UnitLeveledUp", unit)
end
function NetSyncEvents.RestoreEnergy()
for _, unit in sorted_pairs(gv_UnitData) do
if IsMerc(unit) then
for _, neg_energy_effect in ipairs(RedEnergyEffects) do
unit:RemoveStatusEffect(neg_energy_effect)
ObjModified(unit)
end
end
end
end
function NetSyncEvents.CheatRevealTraps(side)
local idx = table.find(g_Teams or empty_table, "side", side)
if not idx then return end
CheatRevealTraps(g_Teams[idx])
end
function NetSyncEvents.CheatAddAmmo(unit)
CheatAddAmmo(unit)
end
function CheatAddAmmo(in_unit)
if not in_unit then in_unit = SelectedObj end
if not in_unit or not IsKindOf(in_unit, "UnitInventory") then return end
local squadId = in_unit.Squad
local unitsInSquad = gv_Squads[squadId].units
for key, item in sorted_pairs(InventoryItemDefs) do
if item.object_class=="Ammo" or item.object_class=="Ordnance" then
AddItemToSquadBag(squadId, item.id, item:GetProperty("MaxStacks"))
end
end
local unit
local tempAmmo
local function reload_weapon(weapon)
if weapon.ammo then
weapon.ammo.Amount = weapon.MagazineSize
else
tempAmmo = PlaceInventoryItem(GetAmmosWithCaliber(weapon.Caliber, "sort")[1].id)
tempAmmo.Amount = tempAmmo.MaxStacks
weapon:Reload(tempAmmo, "suspend_fx" and true)
DoneObject(tempAmmo)
end
ObjModified(weapon)
end
for i = 1, #unitsInSquad do
unit = gv_UnitData[unitsInSquad[i]]
unit:ForEachItem("Firearm", function(weapon)
reload_weapon(weapon)
for slot, sub in sorted_pairs(weapon.subweapons) do
reload_weapon(sub)
end
end)
InventoryUpdate(unit)
end
end
function NetSyncEvents.CheatAddMercStats()
CheatAddMercStats()
end
function CheatAddMercStats()
local unit = SelectedObj
if not unit or not IsMerc(unit) then return end
for _, stat in ipairs(GetUnitStatsCombo()) do
local modId = string.format("StatBoost-%s-%s-%d", stat, unit.session_id, GetPreciseTicks())
GainStat(unit, stat, 10, modId)
end
end
function HideCombatUI(hide)
local dlg = GetInGameInterfaceModeDlg()
if dlg and dlg:IsKindOf("IModeCommonUnitControl") then
dlg.idLeft:SetVisible(not hide)
dlg.idLeftTop:SetVisible(not hide)
dlg.idBottom:SetVisible(not hide)
dlg.idRight:SetVisible(not hide)
dlg.idMenu:SetVisible(not hide)
local blackboard = dlg.targeting_blackboard
if blackboard and blackboard.movement_avatar and blackboard.movement_avatar.rollover then
if hide then
blackboard.movement_avatar_visible = blackboard.movement_avatar:GetEnumFlags(const.efVisible) ~= 0
blackboard.movement_avatar:SetVisible(false)
elseif blackboard.movement_avatar_visible then
blackboard.movement_avatar_visible = nil
blackboard.movement_avatar:SetVisible(true)
end
blackboard.movement_avatar.rollover:SetTransparency(hide and 255 or 0)
end
if blackboard and blackboard.fx_path then
for i, mesh in ipairs(blackboard.fx_path.steps_objects) do
mesh:SetVisible(not hide)
end
end
dlg.effects_target_pos_last = false -- Reset fx
end
local badge_dlg = GetDialog("BadgeHolderDialog")
if badge_dlg then
badge_dlg:SetVisible(not hide)
end
if hide then
HideCombatLog()
end
local combatLogFader = GetDialog("CombatLogMessageFader")
if combatLogFader then
combatLogFader:SetVisible(not hide)
end
local tutorialDialog = GetDialog("TutorialPopupDialog")
if tutorialDialog then
tutorialDialog:SetVisible(not hide)
end
end
MapVar("InWorldCombatUIHiddenCodeRenderables", false)
if FirstLoad then
HiddenInWorldCombatUIReasons = {}
end
function HideInWorldCombatUI(hide, reason)
if hide then
if not next(HiddenInWorldCombatUIReasons) then
DoHideInWorldCombatUI(true)
end
HiddenInWorldCombatUIReasons[reason] = true
else
HiddenInWorldCombatUIReasons[reason] = nil
if not next(HiddenInWorldCombatUIReasons) then
DoHideInWorldCombatUI(false)
end
end
end
function DoHideInWorldCombatUI(hide)
local dlg = GetInGameInterfaceModeDlg()
if dlg and dlg:IsKindOf("IModeCommonUnitControl") then
dlg.effects_target_pos_last = false -- Reset fx
end
if hide then
InWorldCombatUIHiddenCodeRenderables = setmetatable({}, weak_values_meta)
MapForEach("map", "CodeRenderableObject", function(o)
if not o:IsKindOfClasses("Wire", "BlackPlane") then
if not (o:GetEnumFlags(const.efVisible) == 0) then
table.insert(InWorldCombatUIHiddenCodeRenderables, o)
o:ClearEnumFlags(const.efVisible)
end
end
end)
else
for _, o in ipairs(InWorldCombatUIHiddenCodeRenderables) do
if IsValid(o) then
o:SetEnumFlags(const.efVisible)
end
end
end
if GetMap() ~= "" then
MapForEach("map", "Interactable", function(o)
if not o.until_interacted_with_highlight then return end
local visuals = o.visuals_cache
for i, v in ipairs(visuals) do
v:SetObjectMarking(-1)
v:ClearHierarchyGameFlags(const.gofObjectMarking)
end
end)
end
end
function HideReplayUI(hide)
ObjModified("replay_ui")
end
function HideOptionalUI(hide)
ObjModified("combat_tasks")
end
function CthVisible()
return table.find(ModsLoaded, "id", "KAJY0RB")
end
function NetSyncEvents.CheatRespecPerkPoints(unit)
for _, effect in ipairs(unit.StatusEffects) do
if IsKindOf(effect, "Perk") and effect:IsLevelUp() then
unit:RemoveStatusEffect(effect.class)
unit.perkPoints = unit.perkPoints + 1
end
end
ObjModified(unit)
end
function CheatRespecPerkPoints(unit)
CheatLog("RespecPerkPoints")
if not IsKindOf(unit, "StatusEffectObject") then return end
NetSyncEvent("CheatRespecPerkPoints", unit)
end
function CheatBoostUnitStats(unit, amount)
unit = unit or SelectedObj
amount = amount or 90
unit.Health = amount
unit.Agility = amount
unit.Dexterity = amount
unit.Strength = amount
unit.Wisdom = amount
unit.Leadership = amount
unit.Marksmanship = amount
unit.Mechanical = amount
unit.Explosives = amount
unit.Medical = amount
end
function NetSyncEvents.CheatAddMerc(id)
local ud = gv_UnitData[id]
if not ud then -- Non-merc units will not have unit data.
ud = CreateUnitData(id, id, InteractionRand(nil, "Satellite"))
end
UIAddMercToSquad(id)
HiredMercArrived(gv_UnitData[id])
Msg("MercHired", id, 0, 14)
end
function CheatLog(cheat, param, param2)
if param2 then
DebugPrint("Cheat", cheat, param, param2)
NetGossip("Cheat", cheat, param, param2, GetCurrentPlaytime(), Game and Game.CampaignTime)
elseif param then
DebugPrint("Cheat", cheat, param)
NetGossip("Cheat", cheat, param, GetCurrentPlaytime(), Game and Game.CampaignTime)
else
DebugPrint("Cheat", cheat)
NetGossip("Cheat", cheat, GetCurrentPlaytime(), Game and Game.CampaignTime)
end
end
function CheatSelectAnyUnit()
CheatLog("SelectAnyUnit")
local obj
local mouseTarget = terminal.desktop.last_mouse_target
if mouseTarget.parent and IsKindOf(mouseTarget.parent, "CombatBadge") then
obj = mouseTarget.parent.unit
elseif IsKindOf(mouseTarget, "StatusEffectIcon") then
obj = mouseTarget:ResolveId("node"):ResolveId("node").unit
end
obj = obj or SelectionMouseObj()
if not IsKindOf(obj, "Unit") then
obj = MapGetFirst(GetVoxelBBox(GetCursorPos()), "Unit")
end
SelectObj(obj)
end
function CheatClearSelection()
CheatLog("ClearSelection")
SelectObj()
end
function CheatGrantSelectedObjAP(ap)
CheatLog("GrantSelectedObjAP", ap)
if not g_Combat or not SelectedObj then return end
NetSyncEvent("CheatGrantObjAP", SelectedObj, ap)
end
function NetSyncEvents.CheatGrantObjAP(unit, ap)
unit:InterruptPreparedAttack() -- designers made me do it
unit:GainAP(ap * const.Scale.AP)
unit:RecalcUIActions()
end
function CheatRemoveSelectedObjAP(ap)
CheatLog("RemoveSelectedObjAP", ap)
if not g_Combat or not SelectedObj then return end
SelectedObj:ConsumeAP(ap * const.Scale.AP)
end
function CheatDbgStartCombat()
CheatLog("DbgStartCombat", GetMapName())
DbgStartCombat(GetMapName(), {
TestTeamDef:new{
mercs = { "Barry", "Ivan", "Buns" },
team_color = RGB(0, 0, 200),
ai_control = false,
},
TestTeamDef:new{
mercs = { "Grizzly", "Grunty", "Gus" },
team_color = RGB(200, 0, 0),
ai_control = true,
enemy = true
},
})
end
function CheatAddWeapon(context)
CheatLog("AddWeapon", context.id)
UIPlaceInInventory(nil, context)
end
function CheatEnableTeleport()
CheatLog("EnableTeleport")
NetSyncEvent("CheatEnable", "Teleport", true)
end
function NetSyncCheatEnableIG(cheat)
CheatLog(cheat)
NetSyncEvent("CheatEnable", cheat)
end
function CheatSelectedObjLevelUp(max_level)
CheatLog("SelectedObjLevelUp", max_level)
if IsKindOfClasses(SelectedObj, "Unit", "UnitData") then
local u = SelectedObj
local dlg = GetDialog("FullscreenGameDialogs")
if dlg then
u = dlg:GetContext().unit
end
NetSyncEvent("CheatLevelUp", u, max_level)
end
end
function CheatRestoreEnergy()
CheatLog("RestoreEnergy")
NetSyncEvent("RestoreEnergy")
end
function CheatRevealTrapsIG()
CheatLog("RevealTraps")
local pov_team = GetPoVTeam()
if pov_team then
NetSyncEvent("CheatRevealTraps", pov_team.side)
end
end
function NetSyncCheatIG(cheat, param)
CheatLog(cheat, param)
NetSyncEvent(cheat, param)
end
function CheatSetLoyalty(city, loyalty)
CheatLog("SetLoyalty", city, loyalty)
NetSyncEvent("CheatCityModifyLoyalty", city, loyalty)
end
function CheatToggleHideTreeRoofs()
CheatLog("ToggleHideTreeRoofs")
ToggleVisibilitySystems("ActionShortcut")
end
function CheatAddMercIG(merc_id)
CheatLog("AddMerc")
if not next(GetPlayerMercSquads()) then
DbgStartExploration(nil, {merc_id})
else
NetSyncEvent("CheatAddMerc", merc_id)
end
end
function CheatRemoveMercIG(merc)
CheatLog("RemoveMerc")
if not g_Combat then
UIRemoveMercFromSquad(merc)
ObjModified("hud_squads")
else
CreateMessageBox(self.desktop, T({"Warning."}), T({"You must be out of combat to remove a mercenary."}), T({"OK"}))
end
end
function CheatSetMercHireStatus(merc_id, status)
CheatLog("SetMercHireStatus", merc_id, status)
local merc = gv_UnitData[merc_id]
merc.HireStatus = status
if status == "Dead" then
merc.HiredUntil = Game.CampaignTime
elseif status == "Hired" then
UIAddMercToSquad(merc_id)
HiredMercArrived(merc, 14)
else
merc.HiredUntil = false
end
local mercUnit = g_Units[merc_id]
if mercUnit then
mercUnit.HireStatus = status
mercUnit.HiredUntil = merc.HiredUntil
end
print("Set", merc_id, "to", status)
end
function CheatSetMercHireStatusWithRehire(merc_id, status)
CheatLog("SetMercHireStatusWithRehire", merc_id, status)
local merc = gv_UnitData[merc_id]
UIAddMercToSquad(merc_id)
HiredMercArrived(merc, 1)
merc.HireStatus = "Hired"
merc.MessengerOnline = true
merc.HiredUntil = Game.CampaignTime + const.Scale.day
local mercUnit = g_Units[merc_id]
if mercUnit then
mercUnit.HireStatus = "Hired"
mercUnit.MessengerOnline = true
mercUnit.HiredUntil = Game.CampaignTime + const.Scale.day
end
print("Set", merc_id, "to", status)
end
function CheatPoVTeam(cheat)
CheatLog("PoVTeam", cheat)
local pov_team = GetPoVTeam()
if pov_team then
NetSyncEvent("CheatEnable", cheat, nil, pov_team.side)
end
end
function CheatHealAllMercs()
CheatLog("HealAllMercs")
UIHealAllMercs()
end
function UIHealAllMercs()
for _, u in ipairs(g_Units) do
if u.team and u.team.player_team then
local dead = u:IsDead()
if dead then
UIAddMercToSquad(u.session_id, u.OldSquad) -- we want to try reviving units in their old squad, if it is still valid
else
NetSyncEvent("HealMerc", u.session_id)
end
end
end
end
function GetCameraLookatTerrainPos()
local _, lookat = GetCamera()
return lookat:SetTerrainZ()
end
local function checkSquad(squad)
if squad then
local check_sector = gv_SatelliteView or squad.CurrentSector == gv_CurrentSectorId
if check_sector and squad.Side == "player1" and #(squad.units or "") < const.Satellite.MercSquadMaxPeople then
return squad
end
end
end
-- Cheat
local function getSquadForNewMerc()
local satellite = GetSatelliteDialog()
local squad = checkSquad(satellite and satellite:HasMember("selected_squad") and satellite.selected_squad) -- selected squad in satellite
squad = squad or checkSquad(gv_Squads[g_CurrentSquad])
if not squad then -- if no squad was found, choose first non-full player squad
for _, s in ipairs(GetPlayerMercSquads()) do
if checkSquad(s) then
squad = s
break
end
end
end
return squad
end
function GetAvailableMercsByName(show_all)
local available = {}
local current_merc_ids = {}
for _, s in ipairs(g_SquadsArray) do
for _, merc_id in ipairs(s.units or empty_table) do
current_merc_ids[merc_id] = true
end
end
for k, v in pairs(UnitDataDefs) do
if IsMerc(v) and (not current_merc_ids[k] or show_all) and v.Nick then
available[#available + 1] = {[1] = _InternalTranslate(v.Nick), [2] = v}
end
end
table.sort(available, function(a, b) return a[1] < b[1] end)
return available
end
function GetGroupedMercsForCheats(groups_count, show_all, justNames)
groups_count = groups_count or 4
local mercs = GetAvailableMercsByName(show_all)
if not next(mercs) then return end
local per_group = Max(#mercs / groups_count, 1)
local groups = {[1] = {start_char = string.sub(mercs[1][1], 1, 1)}}
local idx = 1
if justNames then
local mercsList = {}
for i, m in ipairs(mercs) do
if not Presets.UnitDataCompositeDef.IMP[m[2].id] then
table.insert(mercsList, m[2].id)
end
end
return mercsList
end
for i, m in ipairs(mercs) do
local first_char = string.sub(m[1], 1, 1)
local prev_first_char = mercs[i-1] and string.sub(mercs[i-1][1], 1, 1)
local try_less_per_group = idx % 2 == 0 and per_group - #groups[idx] < 4
if idx < groups_count and (#groups[idx] >= per_group or try_less_per_group) and first_char ~= prev_first_char then
groups[idx].end_char = prev_first_char
idx = idx + 1
groups[idx] = {start_char = first_char}
end
table.insert(groups[idx], m[2])
end
groups[idx].end_char = string.sub(mercs[#mercs][1], 1, 1)
for _, group in ipairs(groups) do
group.display_name = Untranslated("<u(start_char)> .. <u(end_char)>", group)
end
groups[#groups + 1] = { display_name = Untranslated("Beasts"), UnitDataDefs.Beast_Crocodile, UnitDataDefs.Beast_Hyena, UnitDataDefs.Schliemann }
return groups
end
-- Cheats
local function GetMercSquad(merc_id, squad_id)
local squad = squad_id and checkSquad(gv_Squads[squad_id]) or getSquadForNewMerc()
if type(merc_id)~= "string" then
merc_id = merc_id.selected_object and merc_id.selected_object.id
end
if not merc_id then
assert(false, "Wrong merc param passed to function")
return
end
return merc_id, squad
end
function UIAddMercToSquad(merc_id, squad_id)
local merc_id, squad = GetMercSquad(merc_id, squad_id)
if merc_id then
NetSyncEvent("AddMercToSquad", merc_id, squad and squad.UniqueId, GetCameraLookatTerrainPos())
end
end
function UIRemoveMercFromSquad(merc)
if merc then
NetSyncEvent("RemoveMercFromSquad", merc.session_id)
end
end
function UIQuickTestUnit(merc_id, squad_id)
if type(merc_id)~= "string" then
merc_id = merc_id.selected_object and merc_id.selected_object.id
end
if merc_id then
for _, squad in pairs(gv_Squads) do
RemoveSquad(squad)
end
LocalAddMercToSquad(merc_id, nil, GetCameraLookatTerrainPos())
TestCombatEnterSector(Presets.TestCombat.Test["Test_SingleMerc"])
end
end
function LocalAddMercToSquad(merc_id, squad_id, spawn_pos, hp)
local squad = squad_id and gv_Squads[squad_id]
if not squad then
squad_id = CreateNewSatelliteSquad({Side = "player1", CurrentSector = gv_CurrentSectorId, Name = SquadName:GetNewSquadName("player1")}, {})
squad = gv_Squads[squad_id]
end
local unit_data = gv_UnitData[merc_id]
local hire_days = not (unit_data and unit_data.HiredUntil) and 14 -- do not hire for more days if the merc was already hired
AddUnitsToSquad(squad, {merc_id}, hire_days, InteractionRand(nil, "Satellite"))
-- deal with dead mercs
local unit = g_Units[merc_id]
if not unit then
local unit_data = gv_UnitData[merc_id]
if unit_data and unit_data.HitPoints == 0 then
ReviveUnitData(unit_data, hp)
end
unit = SpawnUnit(merc_id, merc_id, spawn_pos)
unit.already_spawned_on_map = true
else
local dead = unit:IsDead()
if dead then
local unit_data = gv_UnitData[merc_id]
ReviveUnitData(unit_data, hp)
unit:SyncWithSession("session")
ReviveUnit(unit, hp)
end
end
-- add unit to team
unit:SetSide(squad.Side)
ObjModified(gv_Squads)
ObjModified("hud_squads")
end
function NetSyncEvents.AddMercToSquad(merc_id, squad_id, spawn_pos)
LocalAddMercToSquad(merc_id, squad_id, spawn_pos)
end
function LocalRemoveMercFromSquad(merc_id)
local merc = g_Units[merc_id]
if merc then
merc:Despawn()
end
end
function NetSyncEvents.RemoveMercFromSquad(merc_id)
LocalRemoveMercFromSquad(merc_id)
end
function CheatSpawnEnemySquad(sector_id, enemy_squad_id)
enemy_squad_id = enemy_squad_id or "EmeraldCoast"
local enemy_squad_def = enemy_squad_id and EnemySquadDefs[enemy_squad_id]
if not enemy_squad_def then
return
end
local generated_unit_ids, generated_unit_names, generated_sources, generated_appearances = GenerateRandEnemySquadUnits(enemy_squad_id)
local units = GenerateUnitsFromTemplates(sector_id, generated_unit_ids, "Cheat", generated_unit_names, generated_appearances)
return CreateNewSatelliteSquad(
{
Side = "enemy1",
CurrentSector = sector_id,
Name = Untranslated("Cheat Spawned Squad")
},
units, nil, nil, enemy_squad_id
)
end
function CheatOpenAIDebug()
if g_Combat and not netInGame then
SetInGameInterfaceMode("IModeAIDebug")
end
end