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xoxo - Rabrg

-- player instance
local player = managers.player:player_unit()
-- money and level
managers.experience:_set_current_level (100)
managers.skilltree:_set_points(9999)
managers.money:_add_to_total(99999999999)
-- debug menu
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end
-- weapon accessories, colour palettes, mask vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, per
sonal_win = alive( managers.player:player_unit() ) } )
-- exp
managers.experience:debug_add_points( 2500, false )
-- end mission
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, per
sonal_win = alive( managers.player:player_unit() ) } )
-- give money (around 1,000,000)
managers.money:debug_job_completed( 3 )
-- add weapon
local player = managers.player:player_unit()
if player then
player:inventory():add_unit_by_name( Idstring("units/weapons/mp5/mp5"),
false )
player:inventory():add_unit_by_name( Idstring("units/weapons/r870_shotgu
n/r870_shotgun"), false )
end
--steam achievement
if managers.achievment then
for id,_ in pairs(managers.achievment.achievments) do
managers.achievment:award(id)
end
end
-- unlock all weapons
local wep_arr = {
'new_m4',
'glock_17',
'mp9',
'r870',
'glock_18c',
'amcar',
'm16',
'olympic',
'ak74',
'akm',

'akmsu',
'saiga',
'ak5',
'aug',
'g36',
'p90',
'new_m14',
'deagle',
'new_mp5',
'colt_1911',
'mac10',
'serbu',
'huntsman',
'b92fs',
'new_raging_bull',
'saw'
}
for i, name in ipairs(wep_arr) do
if not managers.upgrades:aquired(name) then
managers.upgrades:aquire(name)
end
end
-- add c4
managers.player:add_special( { name = "c4" } )
-- teleport player
function GameState:freeflight_drop_player( pos, rot )
if( managers.player ) then
managers.player:warp_to( pos, rot )
end
end
-- invulnerable
local player = managers.player:player_unit()
player:character_damage():set_invulnerable( true )
-- ammo and health
local player = managers.player:player_unit()
if alive(player) then
player:base():replenish()
end
-- ammo
local player = managers.player:player_unit()
player:inventory():set_ammo( 1.0 )
-- gold and santa mask
managers.network.account._masks["santa"] = true
managers.network.account._masks["gold"] = true
-- unlock all masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end
-- manager booleans

NewRaycastWeaponBase._get_spread = function(self) return 0 end


NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 99999999 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 99999999 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
PlayerInventory.remove_selection = function(self, selection_index, instant) 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
-- super jump
PlayerStandard._perform_jump = function(self, jump_vec)
local v = math.UP * 470
if self._running then
v = math.UP * 2000
end
self._unit:mover():set_velocity( v )
end
-- everything but weapons
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
-- weapon mods
for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
managers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, f
alse)
end
-- player armour
PlayerDamage.get_real_armor = function(self)
return Application:digest_value( 100, false )
end

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