mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r13727) -Fix (r13375): compilation with NO_DEBUG_MESSAGES was broken
This commit is contained in:
parent
69cb2f088f
commit
927507818f
|
@ -61,7 +61,7 @@ struct DebugLevel {
|
|||
|
||||
#if !defined(NO_DEBUG_MESSAGES)
|
||||
|
||||
void CDECL debug_print(const char *dbg, const char *buf)
|
||||
static void debug_print(const char *dbg, const char *buf)
|
||||
{
|
||||
#if defined(ENABLE_NETWORK)
|
||||
if (_debug_socket != INVALID_SOCKET) {
|
||||
|
|
|
@ -50,7 +50,6 @@
|
|||
extern int _debug_gamelog_level;
|
||||
|
||||
void CDECL debug(const char *dbg, ...);
|
||||
void CDECL debug_print(const char *dbg, const char *buf);
|
||||
#endif /* NO_DEBUG_MESSAGES */
|
||||
|
||||
void SetDebugString(const char *s);
|
||||
|
|
|
@ -114,10 +114,12 @@ void GamelogStopAction()
|
|||
{
|
||||
assert(_gamelog_action_type != GLAT_NONE); // nobody should try to stop if there is no action in progress
|
||||
|
||||
bool print = _current_action != NULL;
|
||||
|
||||
_current_action = NULL;
|
||||
_gamelog_action_type = GLAT_NONE;
|
||||
|
||||
if (_debug_gamelog_level > 4) GamelogPrintDebug();
|
||||
if (print) GamelogPrintDebug(5);
|
||||
}
|
||||
|
||||
/** Resets and frees all memory allocated - used before loading or starting a new game
|
||||
|
@ -318,14 +320,22 @@ void GamelogPrintConsole()
|
|||
GamelogPrint(&GamelogPrintConsoleProc);
|
||||
}
|
||||
|
||||
static int _gamelog_print_level = 0; ///< gamelog debug level we need to print stuff
|
||||
|
||||
static void GamelogPrintDebugProc(const char *s)
|
||||
{
|
||||
debug_print("gamelog", s);
|
||||
DEBUG(gamelog, _gamelog_print_level, s);
|
||||
}
|
||||
|
||||
void GamelogPrintDebug()
|
||||
|
||||
/** Prints gamelog to debug output. Code is executed even when
|
||||
* there will be no output. It is called very seldom, so it
|
||||
* doesn't matter that much. At least it gives more uniform code...
|
||||
* @param level debug level we need to print stuff
|
||||
*/
|
||||
void GamelogPrintDebug(int level)
|
||||
{
|
||||
_gamelog_print_level = level;
|
||||
GamelogPrint(&GamelogPrintDebugProc);
|
||||
}
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@ void GamelogReset();
|
|||
typedef void GamelogPrintProc(const char *s);
|
||||
void GamelogPrint(GamelogPrintProc *proc); // needed for WIN32 / WINCE crash.log
|
||||
|
||||
void GamelogPrintDebug();
|
||||
void GamelogPrintDebug(int level);
|
||||
void GamelogPrintConsole();
|
||||
|
||||
void GamelogRevision();
|
||||
|
|
|
@ -2455,7 +2455,7 @@ bool AfterLoadGame()
|
|||
}
|
||||
}
|
||||
|
||||
if (_debug_gamelog_level > 0) GamelogPrintDebug();
|
||||
GamelogPrintDebug(1);
|
||||
|
||||
return InitializeWindowsAndCaches();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue