

local player = managers.player:player_unit()
if managers.hud then
managers.hud:show_hint( { text = "Activated" } )
end
--No civ costs
MoneyManager.get_civilian_deduction = function(self) return 0 end
--mark enemies
function mark_enemies()
local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
for i,unit in ipairs( units ) do
-- Check if we are undetected still
--if managers.groupai:state():whisper_mode() then
-- Check if unit is not a civ
if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
managers.game_play_central:add_enemy_contour( unit, false )
managers.network:session():send_to_peers_synched( "mark_enemy", unit, false )
end
--end
end
end
if managers.hud then -- Check if in-game, otherwise, GameSetup class isn't prepared yet and code fails
if not _gameUpdate then _gameUpdate = GameSetup.update end
do
local _gameUpdateLastMark
function GameSetup:update( t, dt )
_gameUpdate(self, t, dt);
if not _gameUpdateLastMark or t - _gameUpdateLastMark > 9 then
_gameUpdateLastMark = t
mark_enemies()
end
end
end
end
--Infinity pagers
function GroupAIStateBase:on_successful_alarm_pager_bluff() end
local player = managers.player:player_unit()
managers.experience:_set_current_level (100)
managers.skilltree:_set_points(120)
managers.money:_add_to_total(30000000)
if managers.hud then
managers.hud:show_hint( { text = "Here we go :3" } )
end
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } )
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
