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If set to a high value, moving the head becomesĮdit command from history offset (seems just to Normal colour of the difficulty buttons whenĬontrols the tunring speed of the head similar to 800 600)Ĭolour of the difficulty button under the pointerĬolour of the selected difficulty button when if it's possible to lookĬontrols acceleration (0.0 = none, 1.0 = max) 2 to 2 +/- 1 = move slowly, +/- 2 = run įractions can be used to walk even slower Move pos = forward, neg = backward allowed range Make a blinding flash (works only in dromed?) On the save screen or the change binding screen. (usual emacs bindings work, c-p, c-n, c-a,Įnd the current major mode (commit suicide in game)Įxec a command with config substitution: evalĬolour of the border around selected item onĬolour of the selected binding or save game slot Items are used immediately instead of moving themĭrop (actually, throw) your currently selectedĮdit a command in the command editor: edit_command
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'current weapon.' close inventory and sheathĬolour of the text on the button with the selected sheath weaponĬlear both the player's 'current item' and closeĬlear the player's 'current weapon'.
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Gee, they forgot to take that out I guess :-)Ĭlear the player's 'current item' selection. Move backward (not sure how the integer argumentĬolour of the list items on the binding screenĮnables (1) or disables (0) zooming the view when Into cam.cfg thus forcing that the intro video is Prevents that the skip_intro command is written "bind b +crouch", the command is activated when the key is pressed and deactivated when it's released.Ĭomment can be used behind a command, e.g. If a command that takes a + or - prefix, is bound to a key, e.g. If the field is blank, the default value is unknown or
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The default value of the command's argument if an optionalĪrgument is omitted or the default setting of a command if it was SĜonfiguration setting (can be used in user.cfg or dark.cfg) I Installation setting (put into darkinst.cfg) Tick1 tick2 (or other sound in snd.crf/snd/SFX).Īny Can be used in any. Metalp1 metalp2 metalp3 metalp4 pageturn select1 select2 Sound the name of a sound effect(may be empty). List comma separated list of arguments of the given typeįontaa12 fontaa20 fontaa29 fontaa36 font smalfont textfont Holyh2o lockpicksm lockpicklg flashbomb gasmine mine ItemĚn item name, can be: sword blackjack broadhead waterįirearr eartharrow gasarrow ropearrow nois airpotion I'm really interesten in finding out how a demo can be replayed that was recorded with "record".ĬĜolour, specified by red, green and blue value separated cycle_item has become "next_item" and "prev_item". Some of the commands were replaced in thief2, e.g.
THIEF SIMULATOR CHEATS SWITCH HOW TO
Record (allows to record a demo, don't know how to replay it) Quit_game (as a key binding when testing commands) The most interesting commands yet areĪlias (need to find out if it allows scripting) The commands can be found in clear text in the thief.exe file (tg, did not test tdp, definitely not in thief2.exe). The fourth column is the command name, the first what kind of arguments it takes, the second what kind of command/setting it is, the third is the default value (if known) and on the line below is a descripion of the command. ctrl-p to fetch the previous command, ctrl-n for the next one, ctrl-k to kill the rest of the line and so on.īelow is a list of commands I could figure out yet or that are described with the dump_cmds command. The usual emacs (a very popular editor in the unix world) bindings work, e.g. If you press that in the game, the game pauses and an input line appears where you can type commands. To open the console, you have to bind the command "edit_command" to a key in your user.bnd file, e.g. Make sure you're entering the codes exactly as they appear above - these codes are case-sensitive, which means numbers, symbols, and capital letters all have to be the same.This version of the guide is obsolete. These codes expire fairly regularly, every couple of months or so.
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