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feat: debugger additions (#2013)
* feat: debugger additions Add type field for links in flash Add warning level for dangerous buttons fix uninitialzied memory with jetpack variable remove a bunch of duplicated position push code tested that the ui is still functional and components with multiple physics components have all their details visible. tested that jetpack is initialized now * remove amf3 header Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * fixes --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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@@ -361,17 +361,11 @@ void ControllablePhysicsComponent::SetStunImmunity(
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bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
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PhysicsComponent::OnGetObjectReportInfo(reportInfo);
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auto& info = reportInfo.subCategory->PushDebug("Controllable Info");
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auto& info = reportInfo.subCategory->PushDebug("Controllable Physics");
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auto& vel = info.PushDebug("Velocity");
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vel.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
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vel.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
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vel.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
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info.PushDebug("Velocity").PushDebug(m_Velocity);
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auto& angularVelocity = info.PushDebug("Angular Velocity");
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angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
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angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
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angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
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info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
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info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
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info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
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@@ -403,12 +397,13 @@ bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObject
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info.PushDebug<AMFBoolValue>("Is In Bubble") = m_IsInBubble;
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info.PushDebug<AMFStringValue>("Bubble Type") = StringifiedEnum::ToString(m_BubbleType).data();
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info.PushDebug<AMFBoolValue>("Special Anims") = m_SpecialAnims;
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info.PushDebug<AMFIntValue>("Immune To Stun Attack Count") = m_ImmuneToStunAttackCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Equip Count") = m_ImmuneToStunEquipCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Interact Count") = m_ImmuneToStunInteractCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Jump Count") = m_ImmuneToStunJumpCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Move Count") = m_ImmuneToStunMoveCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Turn Count") = m_ImmuneToStunTurnCount;
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info.PushDebug<AMFIntValue>("Immune To Stun UseItem Count") = m_ImmuneToStunUseItemCount;
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auto& immunity = info.PushDebug("Immunity Effects");
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Move") = m_ImmuneToStunMoveCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Turn") = m_ImmuneToStunTurnCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Attack") = m_ImmuneToStunAttackCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Use Item") = m_ImmuneToStunUseItemCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Equip") = m_ImmuneToStunEquipCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Interact") = m_ImmuneToStunInteractCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Jump") = m_ImmuneToStunJumpCount != 0;
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return true;
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}
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