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
This commit is contained in:
David Markowitz
2026-06-24 02:43:45 -07:00
parent 5d523a1e7b
commit 7338319fac
17 changed files with 82 additions and 106 deletions

View File

@@ -361,17 +361,11 @@ void ControllablePhysicsComponent::SetStunImmunity(
bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
PhysicsComponent::OnGetObjectReportInfo(reportInfo);
auto& info = reportInfo.subCategory->PushDebug("Controllable Info");
auto& info = reportInfo.subCategory->PushDebug("Controllable Physics");
auto& vel = info.PushDebug("Velocity");
vel.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
vel.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
vel.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
info.PushDebug("Velocity").PushDebug(m_Velocity);
auto& angularVelocity = info.PushDebug("Angular Velocity");
angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
@@ -403,12 +397,13 @@ bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObject
info.PushDebug<AMFBoolValue>("Is In Bubble") = m_IsInBubble;
info.PushDebug<AMFStringValue>("Bubble Type") = StringifiedEnum::ToString(m_BubbleType).data();
info.PushDebug<AMFBoolValue>("Special Anims") = m_SpecialAnims;
info.PushDebug<AMFIntValue>("Immune To Stun Attack Count") = m_ImmuneToStunAttackCount;
info.PushDebug<AMFIntValue>("Immune To Stun Equip Count") = m_ImmuneToStunEquipCount;
info.PushDebug<AMFIntValue>("Immune To Stun Interact Count") = m_ImmuneToStunInteractCount;
info.PushDebug<AMFIntValue>("Immune To Stun Jump Count") = m_ImmuneToStunJumpCount;
info.PushDebug<AMFIntValue>("Immune To Stun Move Count") = m_ImmuneToStunMoveCount;
info.PushDebug<AMFIntValue>("Immune To Stun Turn Count") = m_ImmuneToStunTurnCount;
info.PushDebug<AMFIntValue>("Immune To Stun UseItem Count") = m_ImmuneToStunUseItemCount;
auto& immunity = info.PushDebug("Immunity Effects");
immunity.PushDebug<AMFBoolValue>("Immune to Stun Move") = m_ImmuneToStunMoveCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Turn") = m_ImmuneToStunTurnCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Attack") = m_ImmuneToStunAttackCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Use Item") = m_ImmuneToStunUseItemCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Equip") = m_ImmuneToStunEquipCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Interact") = m_ImmuneToStunInteractCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Jump") = m_ImmuneToStunJumpCount != 0;
return true;
}