Make debug messages work in campaign mode.
Fixes scavenger walls not exploding from scripts. Fixes ticket:3194.master
parent
1be61c6ba6
commit
851b25cd39
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@ -328,7 +328,7 @@ bool recvDroid(NETQUEUE queue)
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}
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NETend();
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if (!getDebugMappingStatus())
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if (!getDebugMappingStatus() && bMultiPlayer)
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{
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debug(LOG_WARNING, "Failed to add droid for player %u.", NetPlay.players[queue.index].position);
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return false;
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@ -723,7 +723,7 @@ bool recvDestroyDroid(NETQUEUE queue)
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}
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NETend();
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if (!getDebugMappingStatus())
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if (!getDebugMappingStatus() && bMultiPlayer)
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{
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debug(LOG_WARNING, "Failed to remove droid for player %u.", NetPlay.players[queue.index].position);
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return false;
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@ -585,7 +585,7 @@ void recvMultiPlayerFeature(NETQUEUE queue)
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}
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NETend();
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if (!getDebugMappingStatus())
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if (!getDebugMappingStatus() && bMultiPlayer)
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{
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debug(LOG_WARNING, "Failed to add feature for player %u.", NetPlay.players[queue.index].position);
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return;
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@ -825,7 +825,7 @@ static bool recvResearch(NETQUEUE queue)
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NETuint32_t(&index);
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NETend();
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if (!getDebugMappingStatus())
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if (!getDebugMappingStatus() && bMultiPlayer)
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{
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debug(LOG_WARNING, "Failed to finish research for player %u.", NetPlay.players[queue.index].position);
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return false;
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@ -1532,7 +1532,7 @@ bool recvDestroyFeature(NETQUEUE queue)
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NETuint32_t(&id);
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NETend();
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if (!getDebugMappingStatus())
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if (!getDebugMappingStatus() && bMultiPlayer)
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{
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debug(LOG_WARNING, "Failed to remove feature for player %u.", NetPlay.players[queue.index].position);
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return false;
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@ -89,7 +89,7 @@ bool recvBuildFinished(NETQUEUE queue)
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ASSERT_OR_RETURN(false, player < MAX_PLAYERS, "invalid player %u", player);
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if (!getDebugMappingStatus())
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if (!getDebugMappingStatus() && bMultiPlayer)
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{
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debug(LOG_WARNING, "Failed to add structure for player %u.", NetPlay.players[queue.index].position);
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return false;
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@ -183,7 +183,7 @@ bool recvDestroyStructure(NETQUEUE queue)
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NETuint32_t(&structID);
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NETend();
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if (!getDebugMappingStatus())
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if (!getDebugMappingStatus() && bMultiPlayer)
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{
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debug(LOG_WARNING, "Failed to remove structure for player %u.", NetPlay.players[queue.index].position);
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return false;
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