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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: debug for all physics components and fix inspect by ldf key (#1848)
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@@ -14,8 +14,12 @@
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#include "dZoneManager.h"
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#include "LevelProgressionComponent.h"
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#include "eStateChangeType.h"
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#include "StringifiedEnum.h"
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#include "Amf3.h"
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity, int32_t componentId) : PhysicsComponent(entity, componentId) {
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RegisterMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, this, &ControllablePhysicsComponent::OnGetObjectReportInfo);
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m_Velocity = {};
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m_AngularVelocity = {};
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m_InJetpackMode = false;
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@@ -354,3 +358,55 @@ void ControllablePhysicsComponent::SetStunImmunity(
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bImmuneToStunUseItem
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);
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}
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bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
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PhysicsComponent::OnGetObjectReportInfo(msg);
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auto& reportInfo = static_cast<GameMessages::GetObjectReportInfo&>(msg);
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auto& info = reportInfo.subCategory->PushDebug("Controllable Info");
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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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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<AMFBoolValue>("Is On Ground") = m_IsOnGround;
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info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
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info.PushDebug<AMFBoolValue>("Is In Jetpack Mode") = m_InJetpackMode;
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info.PushDebug<AMFBoolValue>("Is Jetpack Flying") = m_JetpackFlying;
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info.PushDebug<AMFBoolValue>("Is Bypassing Jetpack Checks") = m_JetpackBypassChecks;
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info.PushDebug<AMFIntValue>("Jetpack Effect ID") = m_JetpackEffectID;
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info.PushDebug<AMFDoubleValue>("Speed Multiplier") = m_SpeedMultiplier;
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info.PushDebug<AMFDoubleValue>("Gravity Scale") = m_GravityScale;
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info.PushDebug<AMFBoolValue>("Is Static") = m_Static;
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auto& pickupRadii = info.PushDebug("Active Pickup Radius Scales");
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for (const auto& scale : m_ActivePickupRadiusScales) {
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pickupRadii.PushDebug<AMFStringValue>(std::to_string(scale)) = "";
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}
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info.PushDebug<AMFDoubleValue>("Largest Pickup Radius") = m_PickupRadius;
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info.PushDebug<AMFBoolValue>("Is Teleporting") = m_IsTeleporting;
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auto& activeSpeedBoosts = info.PushDebug("Active Speed Boosts");
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for (const auto& boost : m_ActiveSpeedBoosts) {
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activeSpeedBoosts.PushDebug<AMFStringValue>(std::to_string(boost)) = "";
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}
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info.PushDebug<AMFDoubleValue>("Speed Boost") = m_SpeedBoost;
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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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return true;
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}
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