#include "debug_ui.h" static inline void ActExitGame(void) { game_request_close(); } static inline void ActSpawnCar(void) { ecs_entity_t e = vehicle_spawn(); ecs_entity_t plr = camera_get().ent_id; Position const* origin = ecs_get(world_ecs(), plr, Position); Position * dest = ecs_get_mut(world_ecs(), e, Position, NULL); *dest = *origin; } // NOTE(zaklaus): Replay system static inline uint8_t CondReplayStatusOn(void) { return is_recording; } static inline uint8_t CondReplayStatusOff(void) { return !is_recording; } static inline uint8_t CondReplayDataPresent(void) { return records != NULL && !is_recording; } static inline void ActReplayBegin(void) { debug_replay_start(); } static inline void ActReplayEnd(void) { debug_replay_stop(); } static inline void ActReplayRun(void) { debug_replay_run(); } static inline void ActReplayClear(void) { debug_replay_clear(); }