@@ -315,7 +315,7 @@ CMotion* FindMotionKeys(MotionID motion_ID, IRenderVisual* V)
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}
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#ifdef DEBUG
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- BOOL g_ShowAnimationInfo = TRUE ;
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+ BOOL g_ShowAnimationInfo = FALSE ;
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#endif // DEBUG
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constexpr pcstr mov_state[] = {
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" idle" , " walk" , " run" , " sprint" ,
@@ -644,26 +644,40 @@ void CActor::g_SetAnimation(u32 mstate_rl)
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#endif
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#ifdef DEBUG
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- if (( Level ().CurrentControlEntity () == this ) && g_ShowAnimationInfo )
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+ if (g_ShowAnimationInfo && Level ().CurrentControlEntity () == this )
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{
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+ auto movement = character_physics_support ()->movement ();
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+ auto pFontStat = UI ().Font ().pFontStat ;
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+ u32 color = pFontStat->GetColor ();
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+ pFontStat->SetColor (0xffffffff );
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+ pFontStat->OutSet (170 , 530 );
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+
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string128 buf;
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ConvState (mstate_rl, &buf);
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- UI ().Font ().pFontStat ->OutNext (" MSTATE: [%s]" , buf);
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- /*
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- switch (m_PhysicMovementControl->Environment())
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- {
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- case CPHMovementControl::peOnGround: xr_strcpy(buf,"ground"); break;
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- case CPHMovementControl::peInAir: xr_strcpy(buf,"air"); break;
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- case CPHMovementControl::peAtWall: xr_strcpy(buf,"wall"); break;
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- }
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- UI().Font().pFontStat->OutNext (buf);
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- UI().Font().pFontStat->OutNext ("Accel [%3.2f, %3.2f, %3.2f]",VPUSH(NET_SavedAccel));
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- UI().Font().pFontStat->OutNext ("V [%3.2f, %3.2f,
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- %3.2f]",VPUSH(m_PhysicMovementControl->GetVelocity()));
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- UI().Font().pFontStat->OutNext ("vertex ID %d",ai_location().level_vertex_id());
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-
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- Game().m_WeaponUsageStatistic->Draw();
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- */
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+ pFontStat->OutNext (" Movement state: [%s]" , buf);
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+ switch (movement->Environment ())
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+ {
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+ case CPHMovementControl::peOnGround:
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+ pFontStat->OutNext (" Movement environment: [OnGround]" );
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+ break ;
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+ case CPHMovementControl::peInAir:
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+ pFontStat->OutNext (" Movement environment: [InAir]" );
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+ break ;
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+ case CPHMovementControl::peAtWall:
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+ pFontStat->OutNext (" Movement environment: [AtWall]" );
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+ break ;
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+ }
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+
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+ pFontStat->OutNext (" Vertex ID: [%d]" , ai_location ().level_vertex_id ());
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+ pFontStat->OutNext (" Position: [%3.2f, %3.2f, %3.2f]" , VPUSH (Position ()));
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+ pFontStat->OutNext (" Accel: [%3.2f, %3.2f, %3.2f]" , VPUSH (NET_SavedAccel));
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+ pFontStat->OutNext (" Velocity: [%3.2f, %3.2f, %3.2f]" , VPUSH (movement->GetVelocity ()));
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+ pFontStat->OutNext (" Vel Magnitude: [%3.2f]" , movement->GetVelocityMagnitude ());
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+ pFontStat->OutNext (" Vel Actual: [%3.2f]" , movement->GetVelocityActual ());
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+
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+ pFontStat->SetColor (color);
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+
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+ // Game().m_WeaponUsageStatistic->Draw();
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};
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#endif
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