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Add car spawner to debug menu
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@ -5,6 +5,7 @@
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#include <objects/VehicleObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <engine/GameState.hpp>
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#include <engine/GameState.hpp>
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#include <sstream>
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#include <sstream>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/string_cast.hpp>
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#include <glm/gtx/string_cast.hpp>
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void jumpCharacter(RWGame* game, CharacterObject* player, const glm::vec3& target)
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void jumpCharacter(RWGame* game, CharacterObject* player, const glm::vec3& target)
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@ -71,6 +72,13 @@ DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
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}, entryHeight));
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}, entryHeight));
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}
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}
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#endif
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#endif
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m->addEntry(Menu::lambda("Add car", [=] {
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auto playerRot = game->getPlayer()->getCharacter()->getRotation();
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auto spawnPos = game->getPlayer()->getCharacter()->getPosition();
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spawnPos += playerRot * glm::vec3(0.f, 3.f, 0.f);
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auto spawnRot = glm::quat(glm::vec3(0.f, 0.f, glm::roll(playerRot) + glm::half_pi<float>()));
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auto car = game->getWorld()->createVehicle(136, spawnPos, spawnRot);
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}, entryHeight));
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m->addEntry(Menu::lambda("Quicksave", [=] {
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m->addEntry(Menu::lambda("Quicksave", [=] {
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game->saveGame("quicksave");
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game->saveGame("quicksave");
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}, entryHeight));
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}, entryHeight));
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