Introduce a game-thread-only, read-only diagnostic helper to probe local player animation graph variables and (optionally) numeric cache IDs. Adds F4TLocalAnimationGraphDebug.h/cpp with UpdateLocalPlayerAnimationGraphDebug(...) and wires a call into plugin/src/main.cpp immediately after GetPlayerMovementState. The helper probes curated variable names via CommonLibF4 read-only APIs, logs availability/changes, and includes a disabled-by-default numeric cache ID scan (kEnableLocalPlayerAnimationGraphCacheIdReadOnlyDebug = false) due to a reported crash during testing. Update also adds extensive dev-log documentation (docs/dev-log.md) describing behavior, testing notes, and rollback instructions. Build succeeded; manual F4SE in-game verification remains pending.
24 lines
526 B
C++
24 lines
526 B
C++
#pragma once
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#include <chrono>
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namespace RE
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{
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class PlayerCharacter;
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}
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namespace F4T::LocalAnimationGraphDebug
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{
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// Game-thread-only, read-only diagnostics for discovering local player
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// animation graph variables before any proxy visual animation writes.
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void UpdateLocalPlayerAnimationGraphDebug(
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RE::PlayerCharacter& a_player,
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bool a_isMoving,
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bool a_isSprinting,
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bool a_isSneaking,
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bool a_isJumping,
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bool a_weaponDrawn,
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float a_movementSpeed,
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std::chrono::steady_clock::time_point a_currentTime);
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}
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