hook up MonkeyInput and DebugLights to debug menu

This commit is contained in:
Chris Danford
2005-05-16 18:17:06 +00:00
parent 9754852418
commit 9de6862130
5 changed files with 22 additions and 11 deletions
+4 -4
View File
@@ -161,8 +161,8 @@ void ScreenDebugOverlay::Update( float fDeltaTime )
case DebugLine_CoinMode: bOn=true; break;
case DebugLine_Slow: bOn=g_bIsSlow; break;
case DebugLine_Halt: bOn=g_bIsHalt; break;
case DebugLine_LightsDebug: bOn=false; break;
case DebugLine_MonkeyInput: bOn=false; break;
case DebugLine_LightsDebug: bOn=PREFSMAN->m_bDebugLights; break;
case DebugLine_MonkeyInput: bOn=PREFSMAN->m_bMonkeyInput; break;
case DebugLine_Stats: bOn=PREFSMAN->m_bShowStats; break;
case DebugLine_Vsync: bOn=PREFSMAN->m_bVsync; break;
case DebugLine_ScreenTestMode: bOn=PREFSMAN->m_bScreenTestMode;break;
@@ -242,10 +242,10 @@ bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEv
SetSpeed();
break;
case DebugLine_LightsDebug:
ASSERT(0); // TODO
PREFSMAN->m_bDebugLights.Set( !PREFSMAN->m_bDebugLights );
break;
case DebugLine_MonkeyInput:
ASSERT(0); // TODO
PREFSMAN->m_bMonkeyInput.Set( !PREFSMAN->m_bMonkeyInput );
break;
case DebugLine_Stats:
PREFSMAN->m_bShowStats.Set( !PREFSMAN->m_bShowStats );