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- Add roll output to stat coord
since we're now using this angle.
* Do a line split between coords and angles since it was getting a bit long. * Was going to allow warping to a specific roll as well, but its pretty useless.
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1 changed files with 6 additions and 5 deletions
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@ -252,11 +252,12 @@ ADD_STAT(coord)
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FString out;
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if (const auto pActor = gi->getConsoleActor())
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{
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out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
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out.AppendFormat("Y: %.4f ", pActor->spr.pos.Y);
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out.AppendFormat("Z: %.4f ", pActor->spr.pos.Z);
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out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
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out.AppendFormat("Pitch: %.4f\n", pActor->spr.Angles.Pitch.Degrees());
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out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
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out.AppendFormat("Y: %.4f ", pActor->spr.pos.Y);
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out.AppendFormat("Z: %.4f\n", pActor->spr.pos.Z);
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out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
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out.AppendFormat("Pitch: %.4f ", pActor->spr.Angles.Pitch.Degrees());
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out.AppendFormat("Roll: %.4f\n", pActor->spr.Angles.Roll.Degrees());
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}
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return out;
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}
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