|
|
|
@ -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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|