Fixed master address, admin cheats (money, needs, goto/bring), docs page

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-09-26 21:56:17 +02:00
co-authored by Claude Opus 5.5
parent bf01651ccd
commit b408be7559
8 changed files with 158 additions and 19 deletions
+55
View File
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using System.Collections.Generic;
using HutongGames.PlayMaker;
using UnityEngine;
namespace MSCO
{
/// <summary>
/// Admin-Cheats für den eigenen Spieler (Geld, Bedürfnisse). Nur aus dem Admin-Menü erreichbar, also nur für
/// Server-Admins bzw. den P2P-Host. Geld wird über MoneySync automatisch an alle weitergegeben.
/// </summary>
public static class Cheats
{
// Globale PlayMaker-Variablen des Spielers: Wert, auf den "auffüllen" sie setzt
static readonly KeyValuePair<string, float>[] Needs =
{
new KeyValuePair<string, float>("PlayerHunger", 0f),
new KeyValuePair<string, float>("PlayerThirst", 0f),
new KeyValuePair<string, float>("PlayerStress", 0f),
new KeyValuePair<string, float>("PlayerUrine", 0f),
new KeyValuePair<string, float>("PlayerFatigue", 0f),
new KeyValuePair<string, float>("PlayerDirtiness", 0f),
};
public static string AddMoney(float amount)
{
FsmFloat money = FsmVariables.GlobalVariables.FindFsmFloat("PlayerMoney");
if (money == null) return "Money not found (only works in the game)";
money.Value += amount;
return "+" + amount.ToString("0") + " MK (now " + money.Value.ToString("0") + " MK)";
}
public static string FillNeeds()
{
int done = 0;
foreach (KeyValuePair<string, float> need in Needs)
{
FsmFloat v = FsmVariables.GlobalVariables.FindFsmFloat(need.Key);
if (v == null) continue;
v.Value = need.Value;
done++;
}
return done > 0 ? "Hunger, thirst, stress, fatigue, bladder and dirt reset" : "Player needs not found (only works in the game)";
}
/// <summary>Eigenen Spieler an eine Position setzen (etwas darüber, damit er nicht im Boden steckt).</summary>
public static bool Teleport(Transform player, Vector3 position)
{
if (player == null) return false;
player.position = position + Vector3.up * 0.3f;
Rigidbody rb = player.GetComponent<Rigidbody>();
if (rb != null && !rb.isKinematic) rb.velocity = Vector3.zero;
return true;
}
}
}