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feat: add Cabin Walk effect - #4
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Add `Effect::NeedsDriverSeat()` and `EffectManager::SetAtWheel()`: driving motion, road motion, mirror checks and manual looks fade out while the player is elsewhere in the cabin, and are reset once faded.
Get up from the driver's seat with the parking brake on, walk the cabin with WASD, crouch, and sit in the passenger seat or on the bunk, with footstep sounds. Each truck model has a hand-calibrated cabin layout, adjustable from the Quick Settings window. Based on SPF_CabinWalk.
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Summary
Adds Cabin Walk: with the truck parked, the player can get up from the driver's seat, walk around the cabin with
WASD, crouch (C), and sit in the passenger seat or on the bunk, with footstep sounds. Based on SPF_CabinWalk.CabinPresets). A new truck falls back to a layout built from telemetry. Players can adjust layouts in the Quick Settings window (Advanced panel); they're saved todata/cabin_layouts.json.NeedsDriverSeat()/EffectManager::SetAtWheel)."manual"consume policy and are only blocked from the game while the player is up.SPF_API/headers re-vendored from SPF Framework 1.2.5.Requires SPF Framework 1.2.5: it blocks keyboard keys from DirectInput (TrackAndTruckDevs/SPF-Framework#13) and fixes the stale camera after a truck switch (TrackAndTruckDevs/SPF-Framework#14).
Info_SetMinFrameworkVersion.Type of change
Affected effect(s)
Cabin Walk (new). Every effect that overrides
NeedsDriverSeat(): Head Motion, Body Dynamics, Steering Camera, Speed Shake, Road Irregularity, Suspension, Mirror Check, Manual Look, Blindspot Viewer.Checklist
settings::kAll(src/core/SettingsSchema.hpp)kEffects(src/ui/EffectTabs.cpp)localization/*.jsonfile./SPF_APIdocs before implementing/modifying an SDK interaction