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XComCheatManager


PepprmintButler

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XComGame.upk contains one Class that caught my eye : (out of many)

"XComCheatManager"

 

Here is part of the code (var declaration)

class XComCheatManager extends CheatManager within XComPlayerControllerNativeBase
native(Core);

var UIDebugMenu DebugMenu;
var bool bLightDebugMode;
var bool bUseGlamCam;
var bool bUseAIGlamCam;
var bool bShowCamCage;
var bool m_bUseGlamBlend;
var bool m_bDebugVis;
var bool m_bDebugIK;
var bool bDebugHandIK;
var bool m_bStrategyAllFacilitiesAvailable;
var bool m_bStrategyAllFacilitiesFree;
var bool m_bStrategyAllFacilitiesInstaBuild;
var bool m_bNoWeaponsClass;
var bool m_bNoWeaponsTech;
var bool bDebuggingVisibilityToCursor;
var bool m_bAllowDebugMenu;
var bool bDebugFracDestruction;
var bool bSimulatingCombat;
var bool bNarrativeDisabled;
var bool bGhostMode;
var bool bDebugVisibility;
var bool bDebugFOW;
var XComTacticalController m_kPlayerControllerOwner;
var XComPresentationLayer m_kPres;
var XGCameraView m_kSavedView;
var string m_strGlamCamName;
var array<OnlineFriend> m_arrFriendsList;
var XGUnit m_kVisDebug;
var XComOnlineStatsRead m_kStatsRead;
var delegate<OSSFindDelegate> __OSSFindDelegate__Delegate;
var delegate<OSSJoinDelegate> __OSSJoinDelegate__Delegate;
var delegate<OSSInfoDelegate> __OSSInfoDelegate__Delegate;

exec function DisableNarrative()
{
bNarrativeDisabled = true;
}

 

Being able to use some of those, especially the Debug ones, might be very useful for testing purposes. There are also a few that could be directly useful for modders (DisableNarrative and SimulatingCombat for ex., although I'm not sure what they do, sound interesting)

Did anyone already do some work on that, and saw results ? (or has clues on how to leverage these vars)

Edited by PepprmintButler
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