Codechange: convert printf DEBUG statements to fmt Debug statements
This commit is contained in:
@@ -568,8 +568,8 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_119)) {
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_pause_mode = (_pause_mode == 2) ? PM_PAUSED_NORMAL : PM_UNPAUSED;
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} else if (_network_dedicated && (_pause_mode & PM_PAUSED_ERROR) != 0) {
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DEBUG(net, 0, "The loading savegame was paused due to an error state");
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DEBUG(net, 0, " This savegame cannot be used for multiplayer");
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Debug(net, 0, "The loading savegame was paused due to an error state");
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Debug(net, 0, " This savegame cannot be used for multiplayer");
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/* Restore the signals */
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ResetSignalHandlers();
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return false;
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@@ -2308,7 +2308,7 @@ bool AfterLoadGame()
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/* At some point, invalid depots were saved into the game (possibly those removed in the past?)
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* Remove them here, so they don't cause issues further down the line */
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if (!IsDepotTile(d->xy)) {
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DEBUG(sl, 0, "Removing invalid depot %d at %d, %d", d->index, TileX(d->xy), TileY(d->xy));
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Debug(sl, 0, "Removing invalid depot {} at {}, {}", d->index, TileX(d->xy), TileY(d->xy));
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delete d;
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d = nullptr;
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continue;
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@@ -86,15 +86,15 @@ static void Load_AIPL()
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config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
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DEBUG(script, 0, "A random other AI will be loaded in its place.");
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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} else {
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DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
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DEBUG(script, 0, "A random available AI will be loaded now.");
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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}
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} else {
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
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DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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@@ -77,15 +77,15 @@ static void Load_GSDT()
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config->Change(_game_saveload_name.c_str(), -1, false, _game_saveload_is_random);
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if (!config->HasScript()) {
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if (_game_saveload_name.compare("%_dummy") != 0) {
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DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
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DEBUG(script, 0, "This game will continue to run without GameScript.");
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Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
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Debug(script, 0, "This game will continue to run without GameScript.");
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} else {
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DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
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DEBUG(script, 0, "This game will continue to run without GameScript.");
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Debug(script, 0, "The savegame had no GameScript available at the time of saving.");
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Debug(script, 0, "This game will continue to run without GameScript.");
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}
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} else {
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DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
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DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
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Debug(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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/* Make sure the GameScript doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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@@ -56,7 +56,7 @@ static byte ReadByteFromFile(LoadgameState *ls)
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/* We tried to read, but there is nothing in the file anymore.. */
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if (count == 0) {
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DEBUG(oldloader, 0, "Read past end of file, loading failed");
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Debug(oldloader, 0, "Read past end of file, loading failed");
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throw std::exception();
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}
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@@ -132,7 +132,7 @@ bool LoadChunk(LoadgameState *ls, void *base, const OldChunks *chunks)
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break;
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case OC_ASSERT:
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DEBUG(oldloader, 4, "Assert point: 0x%X / 0x%X", ls->total_read, (uint)(size_t)chunk->ptr + _bump_assert_value);
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Debug(oldloader, 4, "Assert point: 0x{:X} / 0x{:X}", ls->total_read, (uint)(size_t)chunk->ptr + _bump_assert_value);
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if (ls->total_read != (size_t)chunk->ptr + _bump_assert_value) throw std::exception();
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default: break;
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}
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@@ -273,7 +273,7 @@ bool LoadOldSaveGame(const std::string &file)
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{
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LoadgameState ls;
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DEBUG(oldloader, 3, "Trying to load a TTD(Patch) savegame");
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Debug(oldloader, 3, "Trying to load a TTD(Patch) savegame");
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InitLoading(&ls);
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@@ -281,7 +281,7 @@ bool LoadOldSaveGame(const std::string &file)
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ls.file = FioFOpenFile(file, "rb", NO_DIRECTORY);
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if (ls.file == nullptr) {
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DEBUG(oldloader, 0, "Cannot open file '%s'", file.c_str());
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Debug(oldloader, 0, "Cannot open file '{}'", file);
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return false;
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}
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@@ -132,7 +132,7 @@ static uint32 RemapOldTownName(uint32 townnameparts, byte old_town_name_type)
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return FIXNUM(townnameparts - 86, lengthof(_name_french_real), 0);
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case 2: // German
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DEBUG(misc, 0, "German Townnames are buggy (%d)", townnameparts);
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Debug(misc, 0, "German Townnames are buggy ({})", townnameparts);
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return townnameparts;
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case 4: // Latin-American
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@@ -532,9 +532,9 @@ static void ReadTTDPatchFlags()
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for (uint i = 0; i < 17; i++) _old_map3[i] = 0;
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for (uint i = 0x1FE00; i < 0x20000; i++) _old_map3[i] = 0;
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if (_savegame_type == SGT_TTDP2) DEBUG(oldloader, 2, "Found TTDPatch game");
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if (_savegame_type == SGT_TTDP2) Debug(oldloader, 2, "Found TTDPatch game");
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DEBUG(oldloader, 3, "Vehicle-multiplier is set to %d (%d vehicles)", _old_vehicle_multiplier, _old_vehicle_multiplier * 850);
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Debug(oldloader, 3, "Vehicle-multiplier is set to {} ({} vehicles)", _old_vehicle_multiplier, _old_vehicle_multiplier * 850);
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}
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static const OldChunks town_chunk[] = {
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@@ -1114,7 +1114,7 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
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/* This chunk size should always be 10 bytes */
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if (ls->total_read - temp != 10) {
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DEBUG(oldloader, 0, "Assert failed in VehicleUnion: invalid chunk size");
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Debug(oldloader, 0, "Assert failed in VehicleUnion: invalid chunk size");
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return false;
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}
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@@ -1327,7 +1327,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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/* This should be consistent, else we have a big problem... */
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if (v->index != _current_vehicle_id) {
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DEBUG(oldloader, 0, "Loading failed - vehicle-array is invalid");
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Debug(oldloader, 0, "Loading failed - vehicle-array is invalid");
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return false;
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}
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}
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@@ -1512,7 +1512,7 @@ static bool LoadTTDPatchExtraChunks(LoadgameState *ls, int num)
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{
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ReadTTDPatchFlags();
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DEBUG(oldloader, 2, "Found %d extra chunk(s)", _old_extra_chunk_nums);
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Debug(oldloader, 2, "Found {} extra chunk(s)", _old_extra_chunk_nums);
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for (int i = 0; i != _old_extra_chunk_nums; i++) {
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uint16 id = ReadUint16(ls);
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@@ -1535,7 +1535,7 @@ static bool LoadTTDPatchExtraChunks(LoadgameState *ls, int num)
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c->ident.grfid = grfid;
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AppendToGRFConfigList(&_grfconfig, c);
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DEBUG(oldloader, 3, "TTDPatch game using GRF file with GRFID %0X", BSWAP32(c->ident.grfid));
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Debug(oldloader, 3, "TTDPatch game using GRF file with GRFID {:08X}", BSWAP32(c->ident.grfid));
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}
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len -= 5;
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}
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@@ -1548,14 +1548,14 @@ static bool LoadTTDPatchExtraChunks(LoadgameState *ls, int num)
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/* TTDPatch version and configuration */
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case 0x3:
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_ttdp_version = ReadUint32(ls);
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DEBUG(oldloader, 3, "Game saved with TTDPatch version %d.%d.%d r%d",
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Debug(oldloader, 3, "Game saved with TTDPatch version {}.{}.{} r{}",
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GB(_ttdp_version, 24, 8), GB(_ttdp_version, 20, 4), GB(_ttdp_version, 16, 4), GB(_ttdp_version, 0, 16));
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len -= 4;
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while (len-- != 0) ReadByte(ls); // skip the configuration
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break;
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default:
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DEBUG(oldloader, 4, "Skipping unknown extra chunk %X", id);
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Debug(oldloader, 4, "Skipping unknown extra chunk {}", id);
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while (len-- != 0) ReadByte(ls);
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break;
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}
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@@ -1742,7 +1742,7 @@ static const OldChunks main_chunk[] = {
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bool LoadTTDMain(LoadgameState *ls)
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{
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DEBUG(oldloader, 3, "Reading main chunk...");
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Debug(oldloader, 3, "Reading main chunk...");
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_read_ttdpatch_flags = false;
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@@ -1752,7 +1752,7 @@ bool LoadTTDMain(LoadgameState *ls)
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_old_vehicle_names = nullptr;
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try {
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if (!LoadChunk(ls, nullptr, main_chunk)) {
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DEBUG(oldloader, 0, "Loading failed");
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Debug(oldloader, 0, "Loading failed");
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free(_old_vehicle_names);
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return false;
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}
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@@ -1761,7 +1761,7 @@ bool LoadTTDMain(LoadgameState *ls)
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throw;
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}
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DEBUG(oldloader, 3, "Done, converting game data...");
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Debug(oldloader, 3, "Done, converting game data...");
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FixTTDMapArray();
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FixTTDDepots();
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@@ -1776,8 +1776,8 @@ bool LoadTTDMain(LoadgameState *ls)
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/* We have a new difficulty setting */
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_settings_game.difficulty.town_council_tolerance = Clamp(_old_diff_level, 0, 2);
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DEBUG(oldloader, 3, "Finished converting game data");
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DEBUG(oldloader, 1, "TTD(Patch) savegame successfully converted");
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Debug(oldloader, 3, "Finished converting game data");
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Debug(oldloader, 1, "TTD(Patch) savegame successfully converted");
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free(_old_vehicle_names);
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@@ -1786,7 +1786,7 @@ bool LoadTTDMain(LoadgameState *ls)
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bool LoadTTOMain(LoadgameState *ls)
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{
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DEBUG(oldloader, 3, "Reading main chunk...");
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Debug(oldloader, 3, "Reading main chunk...");
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_read_ttdpatch_flags = false;
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@@ -1797,10 +1797,10 @@ bool LoadTTOMain(LoadgameState *ls)
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/* Load the biggest chunk */
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if (!LoadChunk(ls, nullptr, main_chunk)) {
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DEBUG(oldloader, 0, "Loading failed");
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Debug(oldloader, 0, "Loading failed");
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return false;
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}
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DEBUG(oldloader, 3, "Done, converting game data...");
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Debug(oldloader, 3, "Done, converting game data...");
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if (_settings_game.game_creation.town_name != 0) _settings_game.game_creation.town_name++;
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@@ -1808,7 +1808,7 @@ bool LoadTTOMain(LoadgameState *ls)
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_trees_tick_ctr = 0xFF;
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if (!FixTTOMapArray() || !FixTTOEngines()) {
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DEBUG(oldloader, 0, "Conversion failed");
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Debug(oldloader, 0, "Conversion failed");
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return false;
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}
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@@ -1825,8 +1825,8 @@ bool LoadTTOMain(LoadgameState *ls)
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* the vehicles stay the same" */
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_economy.inflation_payment = std::min(_economy.inflation_payment * 124 / 74, MAX_INFLATION);
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DEBUG(oldloader, 3, "Finished converting game data");
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DEBUG(oldloader, 1, "TTO savegame successfully converted");
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Debug(oldloader, 3, "Finished converting game data");
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Debug(oldloader, 1, "TTO savegame successfully converted");
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return true;
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}
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@@ -313,7 +313,7 @@ static void SlNullPointers()
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for (auto &ch : ChunkHandlers()) {
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if (ch.ptrs_proc != nullptr) {
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DEBUG(sl, 3, "Nulling pointers for %c%c%c%c", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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Debug(sl, 3, "Nulling pointers for {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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ch.ptrs_proc();
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}
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}
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@@ -656,7 +656,7 @@ int SlIterateArray()
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case CH_SPARSE_ARRAY: index = (int)SlReadSparseIndex(); break;
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case CH_ARRAY: index = _sl.array_index++; break;
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default:
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DEBUG(sl, 0, "SlIterateArray error");
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Debug(sl, 0, "SlIterateArray error");
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return -1; // error
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}
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@@ -949,7 +949,7 @@ static void SlString(void *ptr, size_t length, VarType conv)
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return;
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case SLE_VAR_STRB:
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if (len >= length) {
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DEBUG(sl, 1, "String length in savegame is bigger than buffer, truncating");
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Debug(sl, 1, "String length in savegame is bigger than buffer, truncating");
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SlCopyBytes(ptr, length);
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SlSkipBytes(len - length);
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len = length - 1;
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@@ -1718,7 +1718,7 @@ static void SlSaveChunk(const ChunkHandler &ch)
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if (proc == nullptr) return;
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SlWriteUint32(ch.id);
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DEBUG(sl, 2, "Saving chunk %c%c%c%c", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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Debug(sl, 2, "Saving chunk {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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_sl.block_mode = ch.type;
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switch (ch.type) {
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@@ -1771,7 +1771,7 @@ static void SlLoadChunks()
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const ChunkHandler *ch;
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for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
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DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
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Debug(sl, 2, "Loading chunk {:c}{:c}{:c}{:c}", id >> 24, id >> 16, id >> 8, id);
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ch = SlFindChunkHandler(id);
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if (ch == nullptr) SlErrorCorrupt("Unknown chunk type");
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@@ -1786,7 +1786,7 @@ static void SlLoadCheckChunks()
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const ChunkHandler *ch;
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for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
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DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
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Debug(sl, 2, "Loading chunk {:c}{:c}{:c}{:c}", id >> 24, id >> 16, id >> 8, id);
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ch = SlFindChunkHandler(id);
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if (ch == nullptr) SlErrorCorrupt("Unknown chunk type");
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@@ -1801,7 +1801,7 @@ static void SlFixPointers()
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for (auto &ch : ChunkHandlers()) {
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if (ch.ptrs_proc != nullptr) {
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DEBUG(sl, 3, "Fixing pointers for %c%c%c%c", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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Debug(sl, 3, "Fixing pointers for {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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ch.ptrs_proc();
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}
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}
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@@ -1845,7 +1845,7 @@ struct FileReader : LoadFilter {
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{
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clearerr(this->file);
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if (fseek(this->file, this->begin, SEEK_SET)) {
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DEBUG(sl, 1, "Could not reset the file reading");
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Debug(sl, 1, "Could not reset the file reading");
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}
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}
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};
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@@ -2470,7 +2470,7 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
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* cancelled due to a client disconnecting. */
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if (_sl.error_str != STR_NETWORK_ERROR_LOSTCONNECTION) {
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/* Skip the "colour" character */
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DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
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Debug(sl, 0, "{}", GetSaveLoadErrorString() + 3);
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asfp = SaveFileError;
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}
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@@ -2516,7 +2516,7 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
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SaveFileStart();
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if (!threaded || !StartNewThread(&_save_thread, "ottd:savegame", &SaveFileToDisk, true)) {
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if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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if (threaded) Debug(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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SaveOrLoadResult result = SaveFileToDisk(false);
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SaveFileDone();
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@@ -2569,7 +2569,7 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
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for (;;) {
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/* No loader found, treat as version 0 and use LZO format */
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if (fmt == endof(_saveload_formats)) {
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DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
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Debug(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
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_sl.lf->Reset();
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_sl_version = SL_MIN_VERSION;
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_sl_minor_version = 0;
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@@ -2595,7 +2595,7 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
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* Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */
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_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
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DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
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Debug(sl, 1, "Loading savegame version {}", _sl_version);
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/* Is the version higher than the current? */
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if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
|
||||
@@ -2775,7 +2775,7 @@ SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop,
|
||||
}
|
||||
|
||||
if (fop == SLO_SAVE) { // SAVE game
|
||||
DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename.c_str());
|
||||
Debug(desync, 1, "save: {:08x}; {:02x}; {}", _date, _date_fract, filename);
|
||||
if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
|
||||
|
||||
return DoSave(new FileWriter(fh), threaded);
|
||||
@@ -2783,14 +2783,14 @@ SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop,
|
||||
|
||||
/* LOAD game */
|
||||
assert(fop == SLO_LOAD || fop == SLO_CHECK);
|
||||
DEBUG(desync, 1, "load: %s", filename.c_str());
|
||||
Debug(desync, 1, "load: {}", filename);
|
||||
return DoLoad(new FileReader(fh), fop == SLO_CHECK);
|
||||
} catch (...) {
|
||||
/* This code may be executed both for old and new save games. */
|
||||
ClearSaveLoadState();
|
||||
|
||||
/* Skip the "colour" character */
|
||||
if (fop != SLO_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
|
||||
if (fop != SLO_CHECK) Debug(sl, 0, "{}", GetSaveLoadErrorString());
|
||||
|
||||
/* A saver/loader exception!! reinitialize all variables to prevent crash! */
|
||||
return (fop == SLO_LOAD) ? SL_REINIT : SL_ERROR;
|
||||
|
@@ -103,10 +103,10 @@ void MoveWaypointsToBaseStations()
|
||||
/* Sometimes waypoint (sign) locations became disconnected from their actual location in
|
||||
* the map array. If this is the case, try to locate the actual location in the map array */
|
||||
if (!IsTileType(t, MP_RAILWAY) || GetRailTileType(t) != 2 /* RAIL_TILE_WAYPOINT */ || _m[t].m2 != wp.index) {
|
||||
DEBUG(sl, 0, "Found waypoint tile %u with invalid position", t);
|
||||
Debug(sl, 0, "Found waypoint tile {} with invalid position", t);
|
||||
for (t = 0; t < MapSize(); t++) {
|
||||
if (IsTileType(t, MP_RAILWAY) && GetRailTileType(t) == 2 /* RAIL_TILE_WAYPOINT */ && _m[t].m2 == wp.index) {
|
||||
DEBUG(sl, 0, "Found actual waypoint position at %u", t);
|
||||
Debug(sl, 0, "Found actual waypoint position at {}", t);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user