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Add Frame Advance feature
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@ -166,14 +166,20 @@ void OnGameUpdatePost(IEvent* event) {
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void OnPlayUpdateEvent(IEvent* event){
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bool debugPaused = CVarGetInteger("gDebugPause", 0);
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bool shouldRepause = false;
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if (CVarGetInteger("gLToDebugPause", 0)){
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if (gControllerPress[0].button & L_TRIG) {
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CVarSetInteger("gDebugPause", !debugPaused);
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shouldRepause = debugPaused && CVarGetInteger("gLToFrameAdvance", 0);
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}
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} else {
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CVarSetInteger("gDebugPause", 0); //Unpause if we disable the shortcut
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}
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event->cancelled = CVarGetInteger("gDebugPause", 0);
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if (shouldRepause){
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CVarSetInteger("gDebugPause", 1);
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}
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}
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void RefillBoostMeter(Player* player) {
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@ -718,8 +718,12 @@ void DrawDebugMenu() {
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.tooltip = "Jump to credits at the main menu"
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});
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UIWidgets::CVarCheckbox("Press L to Debug Pause", "gLToDebugPause");
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UIWidgets::CVarCheckbox("Press L to toggle Debug Pause", "gLToDebugPause");
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if (CVarGetInteger("gLToDebugPause", 0)){
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ImGui::Dummy(ImVec2(22.0f, 0.0f));
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ImGui::SameLine();
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UIWidgets::CVarCheckbox("Pressing L again advances one frame instead", "gLToFrameAdvance");
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}
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if (CVarGetInteger(StringHelper::Sprintf("gCheckpoint.%d.Set", gCurrentLevel).c_str(), 0)) {
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if (UIWidgets::Button("Clear Checkpoint")) {
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