- added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.

- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
This commit is contained in:
Christoph Oelckers 2016-08-28 09:55:04 +02:00
commit e04055dbb2
38 changed files with 157 additions and 139 deletions

View file

@ -1689,7 +1689,7 @@ static void SetMapThingUserData(AActor *actor, unsigned udi)
if (var == NULL || (var->Flags & VARF_Native) || !var->Type->IsKindOf(RUNTIME_CLASS(PBasicType)))
{
DPrintf("%s is not a user variable in class %s\n", varname.GetChars(),
DPrintf(DMSG_WARNING, "%s is not a user variable in class %s\n", varname.GetChars(),
actor->GetClass()->TypeName.GetChars());
}
else
@ -2477,7 +2477,7 @@ int P_DetermineTranslucency (int lumpnum)
if (newcolor2.r == 255) // if black on white results in white it's either
// fully transparent or additive
{
if (developer)
if (developer >= DMSG_NOTIFY)
{
char lumpname[9];
lumpname[8] = 0;
@ -2488,7 +2488,7 @@ int P_DetermineTranslucency (int lumpnum)
return -newcolor.r;
}
if (developer)
if (developer >= DMSG_NOTIFY)
{
char lumpname[9];
lumpname[8] = 0;
@ -3028,7 +3028,7 @@ void P_LoadBlockMap (MapData * map)
Args->CheckParm("-blockmap")
)
{
DPrintf ("Generating BLOCKMAP\n");
DPrintf (DMSG_SPAMMY, "Generating BLOCKMAP\n");
P_CreateBlockMap ();
}
else
@ -3060,7 +3060,7 @@ void P_LoadBlockMap (MapData * map)
if (!P_VerifyBlockMap(count))
{
DPrintf ("Generating BLOCKMAP\n");
DPrintf (DMSG_SPAMMY, "Generating BLOCKMAP\n");
P_CreateBlockMap();
}
@ -3957,7 +3957,7 @@ void P_SetupLevel (const char *lumpname, int position)
subsectors, numsubsectors,
vertexes, numvertexes);
endTime = I_FPSTime ();
DPrintf ("BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, numsegs);
DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, numsegs);
oldvertextable = builder.GetOldVertexTable();
reloop = true;
}