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onDebugDraw

Definition


-- @/lua/vehicle/main.lua:131
function onDebugDraw(x, y, z)
  focusPos.x, focusPos.y, focusPos.z = x, y, z
  bdebug.debugDraw(focusPos)
  ai.debugDraw(focusPos)
  beamstate.debugDraw(focusPos)
  controller.debugDraw(focusPos)
  hydros.debugDraw()
  extensions.hook("onDebugDraw", focusPos)
  if playerInfo.anyPlayerSeated then
    extensions.hook("onDebugDrawActive", focusPos)
  end
end

Callers

@/lua/common/utils/debugDraw.lua
-- GE do calls `onPreRender()`
-- VEH do calls on `onDebugDraw()`
@/lua/vehicle/extensions/scenario/annotate.lua

local function onDebugDraw(focusPos)
    local p1 = obj:getPosition() + vec3(0, 0, 2)
@/lua/vehicle/extensions/tech/wheelForces.lua

local function onDebugDraw(focusPos)
  local vehiclePos = obj:getPosition()
@/lua/vehicle/extensions/scenario/shiftBooster.lua

local function onDebugDraw(focusPos)
  if boostTime < 0.01 then
@/lua/vehicle/extensions/skeleton.lua

local function onDebugDraw(focusPos)
  -- this is disabled once debug mode is enabled, so it does not conflict