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All new code is in Extension/Trainer. The game thread owns the trainer's state; the menu page only queues `trainer ...` console commands and reads two snapshots. - physics_tuning_model keeps the field and curve names the game's EBX carries, so the editable table is built at run time from the player's own data. - physics_tuning exports game_tuning / read_live / write_live / refresh_skater, with the same field whitelist and curve rules as the session sync. - no_bail publishes the physics state the local skater's selector last chose (air time, wipeouts). - A guest under host tuning cannot edit; teleports follow the host's noclip permission. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
19 lines
749 B
C++
19 lines
749 B
C++
#pragma once
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// The overlay's side of the trainer: its menu page and the HUD drawn while skating.
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#include "Extension/UI/Overlay/skate_menu.h"
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namespace dingosdk::overlay::menu {
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void trainer_page(SkateMenu &, const Model &, const CallbacksV3 &);
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// `trainer open`: true once per request, after selecting its tab.
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bool trainer_take_open();
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// True once after a request: the menu should switch to the trainer page.
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bool trainer_page_wanted();
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}
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namespace dingosdk::overlay {
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// True while the HUD has something to draw, so the overlay renders with the menu closed.
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bool trainer_hud_pending();
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// True once per `trainer open`: the overlay should show the menu.
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bool trainer_open_requested();
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void draw_trainer_hud();
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} // namespace dingosdk::overlay
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