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# Gameplay.TribesCheatManager

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    class TribesCheatManager extends ConsoleCommandManager;

    var bool animationDebug;

    ///////////////////////////////////////////////////////////////////////////////////////
    // Unreal cheat commands

    /* Used for correlating game situation with log file
    */

    exec function ReviewJumpSpots(name TestLabel)
    {
    	if ( TestLabel == 'Transloc' )
    		TestLabel = 'Begin';
    	else if ( TestLabel == 'Jump' )
    		TestLabel = 'Finished';
    	else if ( TestLabel == 'Combo' )
    		TestLabel = 'FinishedJumping';
    	else if ( TestLabel == 'LowGrav' )
    		TestLabel = 'FinishedComboJumping';
    	Log("TestLabel is "$TestLabel);
    	Level.Game.ReviewJumpSpots(TestLabel);
    }

    exec function ListDynamicActors()
    {
    	local Actor A;
    	local int i;

    	ForEach DynamicActors(class'Actor',A)
    	{
    		i++;
    		Log(i@A);
    	}
    	Log("Num dynamic actors: "$i);
    }

    exec function FreezeFrame(float DelayTime)
    {
    	Level.Game.SetPause(true,outer);
    	Level.PauseDelay = Level.TimeSeconds + DelayTime;
    }

    exec function WriteToLog()
    {
    	Log("NOW!");
    }

    exec function SetFlash(float F)
    {
    	FlashScale.X = F;
    }

    exec function SetFogR(float F)
    {
    	FlashFog.X = F;
    }

    exec function SetFogG(float F)
    {
    	FlashFog.Y = F;
    }

    exec function SetFogB(float F)
    {
    	FlashFog.Z = F;
    }

    exec function KillViewedActor()
    {
    	if ( ViewTarget != None )
    	{
    		if ( (Pawn(ViewTarget) != None) && (Pawn(ViewTarget).Controller != None) )
    			Pawn(ViewTarget).Controller.Destroy();
    		ViewTarget.Destroy();
    		SetViewTarget(None);
    	}
    }

    /* LogScriptedSequences()
    Toggles logging of scripted sequences on and off
    */
    exec function LogScriptedSequences()
    {
    //	local AIScript S;

    //	ForEach AllActors(class'AIScript',S)
    //		S.bLoggingEnabled = !S.bLoggingEnabled;
    }

    /* Teleport()
    Teleport to surface player is looking at
    */
    exec function Teleport()
    {
    	local actor HitActor;
    	local vector HitNormal, HitLocation;

    	HitActor = Trace(HitLocation, HitNormal, ViewTarget.Location + 10000 * vector(Rotation),ViewTarget.Location, true);
    	if ( HitActor == None )
    		HitLocation = ViewTarget.Location + 10000 * vector(Rotation);
    	else
    		HitLocation = HitLocation + ViewTarget.CollisionRadius * HitNormal;

    	ViewTarget.SetLocation(HitLocation);
    }

    /*
    Scale the player's size to be F * default size
    */
    exec function ChangeSize( float F )
    {
    	if ( Pawn.SetCollisionSize(Pawn.Default.CollisionRadius * F,Pawn.Default.CollisionHeight * F) )
    	{
    		Pawn.SetDrawScale(F);
    		Pawn.SetLocation(Pawn.Location);
    	}
    }

    exec function LockCamera()
    {
    	local vector LockedLocation;
    	local rotator LockedRot;
    	local actor LockedActor;

    	if ( !bCameraPositionLocked )
    	{
    		PlayerCalcView(LockedActor,LockedLocation,LockedRot);
    		Outer.SetLocation(LockedLocation);
    		LockedRotation = LockedRot;
    		SetViewTarget(outer);
    	}
    	else
    		SetViewTarget(Pawn);

    	bCameraPositionLocked = !bCameraPositionLocked;
    	bBehindView = bCameraPositionLocked;
    	bFreeCamera = false;
    }

    exec function SetCameraDist( float F )
    {
    	CameraDist = FMax(F,2);
    }

    /* Stop interpolation
    */
    exec function EndPath()
    {
    }

    /*
    Camera and pawn aren't rotated together in behindview when bFreeCamera is true
    */
    exec function FreeCamera( bool B )
    {
    	bFreeCamera = B;
    	bBehindView = B;
    }

    exec function CauseEvent( name EventName )
    {
    	TriggerEvent( EventName, Pawn, Pawn);
    }

    exec function Amphibious()
    {
    	Pawn.UnderWaterTime = +999999.0;
    }

    exec function Fly()
    {
    	if ( Pawn == None )
    		return;
    	Pawn.UnderWaterTime = Pawn.Default.UnderWaterTime;
    	ClientMessage("You feel much lighter");
    	Pawn.SetCollision(true, true , true);
    	Pawn.bCollideWorld = true;
    	bCheatFlying = true;
    	Outer.GotoState('PlayerFlying');
    }

    exec function Walk()
    {
    	if ( Pawn != None )
    	{
    		bCheatFlying = false;
    		Pawn.UnderWaterTime = Pawn.Default.UnderWaterTime;
    		Pawn.SetCollision(true, true , true);
    		Pawn.bCollideWorld = true;

    		ClientRestart(Pawn, GetStateName());
    		Pawn.SetPhysics(PHYS_Movement);
    		Outer.GotoState('CharacterMovement');
    	}
    }

    exec function Ghost()
    {
    	if( Pawn != None && !Pawn.IsA('Vehicle') )
    	{
    		Pawn.UnderWaterTime = -1.0;
    		ClientMessage("You feel ethereal");
    		Pawn.SetCollision(false, false, false);
    		Pawn.bCollideWorld = false;
    		bCheatFlying = true;
    		Outer.GotoState('PlayerFlying');
    	}
    	else
    		Log("Can't Ghost In Vehicles");
    }

    exec function Invisible(bool B)
    {
    	Pawn.bHidden = B;

    	if (B)
    		Pawn.Visibility = 0;
    	else
    		Pawn.Visibility = Pawn.Default.Visibility;
    }

    exec function God()
    {
    	if ( bGodMode )
    	{
    		bGodMode = false;
    		ClientMessage("God mode off");
    		return;
    	}

    	bGodMode = true;
    	ClientMessage("God Mode on");
    }

    exec function SloMo( float T )
    {
    	Level.Game.SetGameSpeed(T);
    	Level.Game.SaveConfig();
    	Level.Game.GameReplicationInfo.SaveConfig();
    }

    exec function SetJumpZ( float F )
    {
    	Pawn.JumpZ = F;
    }

    exec function SetGravity( float F )
    {
    	PhysicsVolume.Gravity.Z = F;
    }

    exec function SetSpeed( float F )
    {
    	Pawn.GroundSpeed = Pawn.Default.GroundSpeed * F;
    	Pawn.WaterSpeed = Pawn.Default.WaterSpeed * F;
    }

    exec function KillAll(class<actor> aClass)
    {
    	local Actor A;

    /*	if ( ClassIsChildOf(aClass, class'AIController') )
    	{
    		Level.Game.KillBots(Level.Game.NumBots);
    		return;
    	}
    */
    	if ( ClassIsChildOf(aClass, class'Pawn') )
    	{
    		KillAllPawns(class<Pawn>(aClass));
    		return;
    	}
    	ForEach DynamicActors(class 'Actor', A)
    		if ( ClassIsChildOf(A.class, aClass) )
    			A.Destroy();
    }

    // Kill non-player pawns and their controllers
    function KillAllPawns(class<Pawn> aClass)
    {
    	local Pawn P;

    //	Level.Game.KillBots(Level.Game.NumBots);
    	ForEach DynamicActors(class'Pawn', P)
    		if ( ClassIsChildOf(P.Class, aClass)
    			&& !P.IsPlayerPawn() )
    		{
    			if ( P.Controller != None )
    				P.Controller.Destroy();
    			P.Destroy();
    		}
    }

    exec function KillPawns()
    {
    	KillAllPawns(class'Pawn');
    }

    /* Avatar()
    Possess a pawn of the requested class
    */
    exec function Avatar( string ClassName )
    {
    	local class<actor> NewClass;
    	local Pawn P;

    	NewClass = class<actor>( DynamicLoadObject( ClassName, class'Class' ) );
    	if( NewClass!=None )
    	{
    		Foreach DynamicActors(class'Pawn',P)
    		{
    			if ( (P.Class == NewClass) && (P != Pawn) )
    			{
    				if ( Pawn.Controller != None )
    					Pawn.Controller.PawnDied(Pawn);
    				Possess(P);
    				Log("Avatar "$P.Name$" possessed");
    				break;
    			}
    		}
    	}
    	else
    	{
    		Log("Avatar of requested class type not found");
    	}
    }

    exec function Summon( string ClassName )
    {
    	local class<actor> NewClass;
    	local vector SpawnLoc;

    	Log( "Fabricate " $ ClassName );
    	NewClass = class<actor>( DynamicLoadObject( ClassName, class'Class' ) );
    	if( NewClass!=None )
    	{
    		if ( Pawn != None )
    			SpawnLoc = Pawn.Location;
    		else
    			SpawnLoc = Location;

    		if (Spawn( NewClass,,,SpawnLoc + 72 * Vector(Rotation) + vect(0,0,1) * 15 ) != None)
    		{
    			Log("Object created at "$SpawnLoc);
    		}
    		else
    		{
    			Log("Creation failed");
    		}
    	}
    	else
    	{
    		Log("Class was not found");
    	}
    }

    exec function PlayersOnly()
    {
    	Level.bPlayersOnly = !Level.bPlayersOnly;
    }

    exec function CheatView( class<actor> aClass, optional bool bQuiet )
    {
    	ViewClass(aClass,bQuiet,true);
    }

    // ***********************************************************
    // Changing viewtarget

    exec function ViewSelf(optional bool bQuiet)
    {
    	bBehindView = false;
    	bViewBot = false;
    	if ( Pawn != None )
    		SetViewTarget(Pawn);
    	else
    		SetViewTarget(outer);
    	if (!bQuiet )
    		ClientMessage(OwnCamera, 'Event');
    	FixFOV();
    }

    exec function ViewPlayer( string S )
    {
    	local Controller P;

    	for ( P=Level.ControllerList; P!=None; P= P.NextController )
    		if ( P.bIsPlayer && (P.PlayerReplicationInfo.PlayerName ~= S) )
    			break;

    	if ( P.Pawn != None )
    	{
    		ClientMessage(ViewingFrom@P.PlayerReplicationInfo.PlayerName, 'Event');
    		SetViewTarget(P.Pawn);
    	}

    	bBehindView = ( ViewTarget != Pawn );
    	if ( bBehindView )
    		ViewTarget.BecomeViewTarget();
    }

    exec function ViewActor( name ActorName)
    {
    	local Actor A;

    	ForEach AllActors(class'Actor', A)
    		if ( A.Name == ActorName || A.Label == ActorName )
    		{
    			SetViewTarget(A);
    // IGA >>> More descriptive message on camera cycle for debugging
    			ClientMessage(ViewingFrom@A.Name, 'Event');
    // IGA
    			bBehindView = true;
    			return;
    		}
    }

    exec function ViewBot()
    {
    	local actor first;
    	local bool bFound;
    	local Controller C;

    	bViewBot = true;
    	For ( C=Level.ControllerList; C!=None; C=C.NextController )
    		if ( C.IsA('AIController') && (C.Pawn != None) )
    	{
    		if ( bFound || (first == None) )
    		{
    			first = C.Pawn;
    			if ( bFound )
    				break;
    		}
    		if ( C.Pawn == ViewTarget )
    			bFound = true;
    	}

    	if ( first != None )
    	{
    		SetViewTarget(first);
    		bBehindView = true;
    		ViewTarget.BecomeViewTarget();
    		FixFOV();
    	}
    	else
    		ViewSelf(true);
    }

    exec function ViewClass( class<actor> aClass, optional bool bQuiet, optional bool bCheat )
    {
    	local actor other, first;
    	local bool bFound;

    	if ( !bCheat && (Level.Game != None) && !Level.Game.bCanViewOthers )
    		return;

    	first = None;

    	ForEach AllActors( aClass, other )
    	{
    		if ( bFound || (first == None) )
    		{
    			first = other;
    			if ( bFound )
    				break;
    		}
    		if ( other == ViewTarget )
    			bFound = true;
    	}

    	if ( first != None )
    	{
    		if ( !bQuiet )
    		{
    			ClientMessage(ViewingFrom@first.Name, 'Event');
    		}
    		SetViewTarget(first);
    		bBehindView = ( ViewTarget != outer );

    		if ( bBehindView )
    			ViewTarget.BecomeViewTarget();

    		FixFOV();
    	}
    	else
    		ViewSelf(bQuiet);
    }

    // Tribes cheat commands
    // weaponFPOffset
    exec function weaponFPOffsetX(float f)
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.X = f;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    exec function weaponFPOffsetY(float f)
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.Y = f;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    exec function weaponFPOffsetZ(float f)
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.Z = f;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    exec function weaponFPOffsetIncX()
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.X += 1;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    exec function weaponFPOffsetIncY()
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.Y += 1;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    exec function weaponFPOffsetIncZ()
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.Z += 1;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    exec function weaponFPOffsetDecX()
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.X -= 1;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    exec function weaponFPOffsetDecY()
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.Y -= 1;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    exec function weaponFPOffsetDecZ()
    {
    	local vector v;
    	v = Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset();
    	v.Z -= 1;

    	Character(Level.GetLocalPlayerController().Pawn).Weapon.setFirstPersonOffset(v);
    	ClientMessage("Offset is "$Character(Level.GetLocalPlayerController().Pawn).Weapon.getFirstPersonOffset());
    }

    // setWeaponMesh
    // changes the mesh for the first person weapon
    exec function setWeaponFPMesh(string meshName)
    {
    	local Mesh m;

    	m = Mesh(DynamicLoadObject(meshName, class'Mesh'));
    	if (m == None)
    	{
    		ClientMessage("Mesh "$meshName$" not found");
    	}
    	else
    	{
            Character(Level.GetLocalPlayerController().Pawn).weapon.firstPersonMesh = m;
    		Character(Level.GetLocalPlayerController().Pawn).weapon.selectMesh(true);
    	}
    }

    // runScript
    exec function runScript(Name label)
    {
    	local Script s;

    	s = Script(findByLabel(class'Script', label));

    	if (s == None)
    	{
    		ClientMessage("Script "$label$" not found");
    	}
    	else
    	{
    		s.executeFromExec();
    		LOG("Ran script "$label);
    		ClientMessage("Ran script "$label);
    	}
    }

    // setPlayerMesh
    exec function setPlayerMesh(string meshName)
    {
    	local Mesh m;

    	m = Mesh(DynamicLoadObject(meshName, class'Mesh'));
    	if (m == None)
    	{
    		ClientMessage("Mesh "$meshName$" not found");
    	}
    	else
    	{
            Level.GetLocalPlayerController().Pawn.LinkMesh(m);
    	}
    }

    exec function giveArmor(class<Armor> c)
    {
    	ClientMessage("Gave armor "$c.name);
    	c.static.equip(Character(Level.GetLocalPlayerController().Pawn));
    }

    exec function allWeapons()
    {
    	local class base;
    	local class c;
    	local Weapon w;

    	base = class'Weapon';
    	ForEach AllClasses(base, c)
    	{
    		w = Weapon(Character(Level.GetLocalPlayerController().Pawn).nextEquipment(None, class<Weapon>(c)));
    		if (w == None)
    			giveWeapon(class<Weapon>(c));
    		else
    		{
    			w.ammoCount = 999;
    			w.Skins.Length = 0;
    			w.StopAnimating(true);
    		}
    	}
    }

    exec function allAmmo()
    {
    	local Weapon w;

    	ForEach DynamicActors(class'Weapon', w)
    	{
    		if (w.Owner == Level.GetLocalPlayerController().Pawn)
    		{
    			w.ammoCount = 999;
    			w.setHasAmmoSkins();

    			if (w.HasAnim('Reload'))
    				w.PlayAnim('Reload');
    		}
    	}
    }

    exec function fastWeapons()
    {
    	local Weapon w;

    	ForEach DynamicActors(class'Weapon', w)
    	{
    		if (w.Owner == Level.GetLocalPlayerController().Pawn)
    		{
    			if (w.roundsPerSecond < 15)
    				w.roundsPerSecond = 15;
    		}
    	}
    }

    exec function giveWeapon(class<Weapon> c)
    {
    	Character(Level.GetLocalPlayerController().Pawn).motor.setWeapon(Weapon(Character(Level.GetLocalPlayerController().Pawn).newEquipment(c)));
    }

    exec function replaceWeapon(class<Weapon> wc)
    {
    	local Character c;
    	local Weapon newWeapon;

    	c = Character(Level.GetLocalPlayerController().Pawn);

    	if (wc != None && c != None)
    	{
    		newWeapon = Spawn(wc);
    		newWeapon.doSwitch(c);
    	}
    }

    exec function setPlayerTeam(name label)
    {
    	local TeamInfo team;

    	team = TeamInfo(findByLabel(class'TeamInfo', label));

    	if (team != None)
    	{
    		Character(Level.GetLocalPlayerController().Pawn).setTeam(TeamInfo(findByLabel(class'TeamInfo', label)));
    		ClientMessage("Set team to "$findByLabel(class'TeamInfo', label));
    	}
    	else
    	{
    		ClientMessage("Couldn't find team");
    	}
    }

    exec function setArmor(class<Armor> c)
    {
    	c.static.equip(Character(Pawn));
    	ClientMessage("Player equipped with armor "$c.name);
    }

    exec function setCombatRole(class<CombatRole> c)
    {
    	local Mesh mesh;

    	// change armour
    	c.default.armorClass.static.equip(Character(Pawn));

    	// change mesh
    	mesh = Character(Pawn).team().getMeshForRole(c,
    			Pawn.Controller.PlayerReplicationInfo.bIsFemale);
    	if (mesh != None)
    	{
    		Pawn.LinkMesh(mesh);
    	}
    	else
    	{
    		log("TribesCheatManager: No mesh defined for combat role "$c$", team "$
    				Character(Pawn).team()$
    				", bIsFemale "$Pawn.Controller.PlayerReplicationInfo.bIsFemale);
    	}
    }

    exec function killSquad(Name squadLabel)
    {
    	local SquadInfo squad;
    	local int i;

    	squad = SquadInfo(findByLabel(class'SquadInfo', squadLabel));

    	if (squad != None)
    	{
    		for (i = 0; i < squad.pawns.length; ++i)
    		{
    			if (squad.pawns[i].Controller != None)
    				squad.pawns[i].Controller.Destroy();
    			squad.pawns[i].Destroy();
    		}

    		squad.pawns.length = 0;
    	}
    	else
    	{
    		ClientMessage("Couldn't find squad");
    	}
    }

    exec function campaignNext()
    {
    	TribesGUIControllerBase(Player.GUIController).FinishCampaignMission();
    }

    // pending full switch to new hud system

    /*
    exec function toggleAnimationDebug()
    {
        local PlayerCharacterController controller;

        controller = PlayerCharacterController(Pawn.Controller);

        if (controller!=none)
        {
            animationDebug = !animationDebug;

            if (animationDebug)
            {
    	        //controller.ClientSetBehindView(true);
                controller.ClientTribesSetHUD("TribesGui.AnimationHUD");
            }
            else
            {
    	        //controller.ClientSetBehindView(false);
                controller.ClientTribesSetHUD("TribesGui.TribesHUD");
            }
        }
    }
    */

    exec function ToggleSpeechChannelLogging(String channelName)
    {
    	ConcreteSpeechManager(Level.speechManager).ToggleChannelLogging(channelName);
    }

    exec function ToggleSpeechChannel(String channelName)
    {
    	ConcreteSpeechManager(Level.speechManager).ToggleChannel(channelName);
    }

    exec function ToggleSpeechCategoryFrequency()
    {
    	ConcreteSpeechManager(Level.speechManager).ToggleCategoryFrequency();
    }

    exec function ScaleFog(float scale)
    {
    	local ZoneInfo z;

    	ForEach AllActors(class'ZoneInfo', z)
    	{
    		z.DistanceFogStart *= scale;
    		z.DistanceFogEnd *= scale;
    	}
    }

    exec function SetFog(int start, int end)
    {
    	local ZoneInfo z;

    	ForEach AllActors(class'ZoneInfo', z)
    	{
    		z.DistanceFogStart = start;
    		z.DistanceFogEnd = end;
    	}
    }

    exec function superman()
    {
    	if (!bGodMode)
    		god();
    	slomo(10);
    	ghost();
    }

    exec function clark()
    {
    	if (bGodMode)
    		god();
    	slomo(1);
    	walk();
    }

    exec function killDriver()
    {
    	if ((Pawn != None) && (Level.TimeSeconds - Pawn.LastStartTime > 1) && Vehicle(Pawn) != None)
    		Vehicle(Pawn).positions[Vehicle(Pawn).driverIndex].occupant.TakeDamage(Pawn.health + 1, None, vect(0.0, 0.0, 0.0), vect(0.0, 0.0, 0.0), class'DamageType');
    }

    exec function testIntro()
    {
    	PlayerCharacterController(Outer).introCameraOldState = Outer.GetStateName();
    	Outer.GotoState('SPIntroduction');
    }

    #if IG_SHARED
    exec function EditObjectAtCrosshair()
    {
    	local Vector startTrace, hitLocation, hitNormal, endTrace;
    	local Actor hit;

    	if (Pawn != None)
    		startTrace = Pawn.Location + Pawn.EyePosition();
    	else
    		startTrace = Location;

    	endTrace = startTrace + Vector(Rotation) * 500000;

    	if (Pawn != None)
    		hit = Pawn.Trace(hitLocation, hitNormal, endTrace, startTrace, true);
    	else
    		hit = Trace(hitLocation, hitNormal, endTrace, startTrace, true);

    	if (hit != None)
    		ConsoleCommand("editobject " $ hit.Name $ " ReuseWindow=1");
    }
    #endif

    exec function debugSpeedhack()
    {
    	PlayerCharacterController(Outer).bDebugSpeedhack = !PlayerCharacterController(Outer).bDebugSpeedhack;
    	ClientMessage(PlayerCharacterController(Outer).bDebugSpeedhack);
    }

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Class file time: ne 5.9.2004 15:53:08.000 - Creation time: st 23.5.2018 00:10:48.072 - Created with UnCodeX