* Improve some comments
* Fix some typos * Separate parameters with both a comma and a space, i.e.: ", " * Turn a debug(LOG_ERROR for a condition that should never happen into an ASSERT git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5861 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
19b72f1ce5
commit
f957004f2c
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@ -1788,7 +1788,7 @@ static inline void dealWithLMBDroid(DROID* psDroid, SELECTION_TYPE selection)
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CONPRINTF(ConsoleString, (ConsoleString,
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"%s - Damage %d%% - ID %d - experience %f, %s - order %s - action %s - sensor range %hu power %hu - ECM %u",
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droidGetName(psDroid),
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100 - clip(PERCENT(psDroid->body,psDroid->originalBody),0,100), psDroid->id,
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100 - clip(PERCENT(psDroid->body, psDroid->originalBody), 0, 100), psDroid->id,
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psDroid->experience, getDroidLevelName(psDroid), getDroidOrderName(psDroid->order), getDroidActionName(psDroid->action),
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droidSensorRange(psDroid), droidSensorPower(psDroid), droidConcealment(psDroid)));
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FeedbackClickedOn();
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@ -1800,7 +1800,7 @@ static inline void dealWithLMBDroid(DROID* psDroid, SELECTION_TYPE selection)
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CONPRINTF(ConsoleString, (ConsoleString,
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"%s - Damage %d%% - Serial ID %d - Experience %f order %d action %d, %s",
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droidGetName(psDroid),
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100 -clip(PERCENT(psDroid->body,psDroid->originalBody),0,100),
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100 - clip(PERCENT(psDroid->body, psDroid->originalBody), 0, 100),
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psDroid->id, psDroid->experience, psDroid->order,
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psDroid->action, getDroidLevelName(psDroid)));
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@ -1813,8 +1813,8 @@ static inline void dealWithLMBDroid(DROID* psDroid, SELECTION_TYPE selection)
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CONPRINTF(ConsoleString, (ConsoleString,
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_("%s - Damage %d%% - Experience %d, %s"),
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droidGetName(psDroid),
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100 - clip(PERCENT(psDroid->body,psDroid->originalBody),0,100),
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(SDWORD) psDroid->experience,getDroidLevelName(psDroid)));
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100 - clip(PERCENT(psDroid->body,psDroid->originalBody), 0, 100),
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(SDWORD) psDroid->experience, getDroidLevelName(psDroid)));
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FeedbackClickedOn();
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}
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@ -865,8 +865,8 @@ void droidUpdate(DROID *psDroid)
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/* Only add smoke if they're visible */
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if((psDroid->visible[selectedPlayer]) && psDroid->droidType != DROID_PERSON)
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{
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// need to clip this value to prevent ovelflow condition
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percentDamage = 100 - clip(PERCENT(psDroid->body,psDroid->originalBody),0,100);
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// need to clip this value to prevent overflow condition
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percentDamage = 100 - clip(PERCENT(psDroid->body, psDroid->originalBody), 0, 100);
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// Is there any damage?
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if(percentDamage>=25)
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@ -830,8 +830,7 @@ BOOL stageOneShutDown(void)
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debug(LOG_TEXTURE, "=== stageOneShutDown ===");
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pie_TexShutDown();
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// In case we are coming back from a SP game, we need to reset the search path back to mp
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// it will be reset back to normal if we launch a SP game.
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// Use mod_multiplay as the default (campaign might have set it to mod_singleplayer)
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rebuildSearchPath( mod_multiplay, true );
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pie_TexInit(); // restart it
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@ -2184,10 +2184,14 @@ void unloadTransporter(DROID *psTransporter, UDWORD x, UDWORD y, BOOL goingHome)
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// Inform all other players
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if (bMultiPlayer)
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{
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// This isn't used for cyber transports, only 'normal' one, but that isn't used in MP games AFAIK?
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// which is why I don't know why this is here. Maybe for mod support?
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debug(LOG_ERROR,"If you see this, then notify dev team. Code: 0xDEADF00D");
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sendDroidDisEmbark(psDroid,psTransporter);
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/* This isn't used for cyborg transports, only
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* for "normal" ones, though we shouldn't get
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* those in a multiplayer game.
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*
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* NOTE: Why(!) is this here?
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*/
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ASSERT(!"We should never get here", "Apparently we have a \"large\" transporter in a multiplayer game, please make a bugreport from this");
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sendDroidDisEmbark(psDroid, psTransporter);
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}
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}
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