Instant Interaction
Hey guys, I've been playing with this kind of legit code but its not so legit when there is instant interaction with picking locks and doors and pagers and such. Can someone take a look at this and see what's causing the instant interaction? Thanks
Code:
function MoneyManager:get_cost_of_premium_contract(job_id, difficulty) return 0 end
local player = managers.player:player_unit()
PlayerStandard._can_stand = function(self) return true 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
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
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end
if managers.hud then
managers.hud:show_hint( { text = "yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee" } )
end
managers.crimenet._debug_mass_spawning = true
-- No cash penalty for killing civilians
function MoneyManager.get_civilian_deduction() return 0 end
function MoneyManager.civilian_killed() return end
-- Infinite cable ties
function PlayerManager:remove_special( name ) end
-- Infinite stamina
function PlayerMovement:_change_stamina( value ) end
function PlayerMovement:is_stamina_drained() return false end
function PlayerStandard:_can_run_directional() return true end
-- Small loot value multiplier (extra jewelry cash value in jewelry store, deposit boxes in bank heist, etc)
if not _uvSmallLoot then _uvSmallLoot = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "small_loot_multiplier" then
return 10
else
return _uvSmallLoot(self, category, upgrade, default)
end
end
if not _uvlSmallLoot then _uvlSmallLoot = PlayerManager.upgrade_value_by_level end
function PlayerManager:upgrade_value_by_level( category, upgrade, level, default )
if category == "player" and upgrade == "small_loot_multiplier" then
return 10
else
return _uvlSmallLoot(self, category, upgrade, level, default)
end
end
