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- Add player's view angles to stat coord
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parent
561d756baa
commit
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1 changed files with 5 additions and 1 deletions
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@ -252,7 +252,8 @@ ADD_STAT(fps)
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ADD_STAT(coord)
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ADD_STAT(coord)
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{
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{
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FString out;
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FString out;
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if (const auto pActor = PlayerArray[myconnectindex]->GetActor())
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const auto p = PlayerArray[myconnectindex];
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if (const auto pActor = p->GetActor())
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{
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{
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out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
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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("Y: %.4f ", pActor->spr.pos.Y);
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@ -260,6 +261,9 @@ ADD_STAT(coord)
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out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
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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("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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out.AppendFormat("Roll: %.4f\n", pActor->spr.Angles.Roll.Degrees());
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out.AppendFormat("View Yaw: %.4f ", p->Angles.ViewAngles.Yaw.Degrees());
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out.AppendFormat("View Pitch: %.4f ", p->Angles.ViewAngles.Pitch.Degrees());
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out.AppendFormat("View Roll: %.4f\n", p->Angles.ViewAngles.Roll.Degrees());
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}
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}
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return out;
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return out;
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}
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}
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