Add player direction to on-screen debug text
(PR Modified slightly)
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parent
f1fd0f7e14
commit
98d80e2012
23
src/game.cpp
23
src/game.cpp
@ -3938,6 +3938,28 @@ void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
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}
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}
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inline static const char *yawToDirectionString(int yaw)
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{
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// NOTE: TODO: This can be done mathematically without the else/else-if
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// cascade.
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const char *player_direction;
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yaw = wrapDegrees_0_360(yaw);
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if (yaw >= 45 && yaw < 135)
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player_direction = "West [-X]";
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else if (yaw >= 135 && yaw < 225)
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player_direction = "South [-Z]";
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else if (yaw >= 225 && yaw < 315)
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player_direction = "East [+X]";
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else
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player_direction = "North [+Z]";
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return player_direction;
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}
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void Game::updateGui(float *statustext_time, const RunStats &stats,
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void Game::updateGui(float *statustext_time, const RunStats &stats,
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const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
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const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
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const CameraOrientation &cam)
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const CameraOrientation &cam)
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@ -3993,6 +4015,7 @@ void Game::updateGui(float *statustext_time, const RunStats &stats,
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<< ", " << (player_position.Y / BS)
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<< ", " << (player_position.Y / BS)
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<< ", " << (player_position.Z / BS)
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<< ", " << (player_position.Z / BS)
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<< ") (yaw=" << (wrapDegrees_0_360(cam.camera_yaw))
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<< ") (yaw=" << (wrapDegrees_0_360(cam.camera_yaw))
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<< " " << yawToDirectionString(cam.camera_yaw)
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<< ") (seed = " << ((u64)client->getMapSeed())
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<< ") (seed = " << ((u64)client->getMapSeed())
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<< ")";
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<< ")";
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