- 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

@ -2441,7 +2441,7 @@ void P_PlayerThink (player_t *player)
S_ChangeMusic("*");
}
}
DPrintf("MUSINFO change for player %d to %d\n", (int)(player - players), player->MUSINFOactor->args[0]);
DPrintf(DMSG_NOTIFY, "MUSINFO change for player %d to %d\n", (int)(player - players), player->MUSINFOactor->args[0]);
}
}
@ -2828,9 +2828,9 @@ void P_PredictPlayer (player_t *player)
DoLerp = (int)PredictionLast.pos.X != (int)player->mo->X() || (int)PredictionLast.pos.Y != (int)player->mo->Y();
// Aditional Debug information
if (developer && DoLerp)
if (developer >= DMSG_NOTIFY && DoLerp)
{
DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%f) && Px (%f) | Ly (%f) && Py (%f)\n",
DPrintf(DMSG_NOTIFY, "Lerp! Ltic (%d) && Ptic (%d) | Lx (%f) && Px (%f) | Ly (%f) && Py (%f)\n",
PredictionLast.gametic, i,
(PredictionLast.pos.X), (player->mo->X()),
(PredictionLast.pos.Y), (player->mo->Y()));