- 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.
This commit is contained in:
Mitchell Richters 2023-04-23 08:59:33 +10:00
parent 0a90ed4802
commit 05cb6563f3

View file

@ -252,11 +252,12 @@ ADD_STAT(coord)
FString out;
if (const auto pActor = gi->getConsoleActor())
{
out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
out.AppendFormat("Y: %.4f ", pActor->spr.pos.Y);
out.AppendFormat("Z: %.4f ", pActor->spr.pos.Z);
out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
out.AppendFormat("Pitch: %.4f\n", pActor->spr.Angles.Pitch.Degrees());
out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
out.AppendFormat("Y: %.4f ", pActor->spr.pos.Y);
out.AppendFormat("Z: %.4f\n", pActor->spr.pos.Z);
out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
out.AppendFormat("Pitch: %.4f ", pActor->spr.Angles.Pitch.Degrees());
out.AppendFormat("Roll: %.4f\n", pActor->spr.Angles.Roll.Degrees());
}
return out;
}