- 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

@ -222,7 +222,7 @@ vissprite_t *R_NewVisSprite (void)
lastvissprite = &vissprites[MaxVisSprites];
firstvissprite = &vissprites[firstvisspritenum];
vissprite_p = &vissprites[prevvisspritenum];
DPrintf ("MaxVisSprites increased to %d\n", MaxVisSprites);
DPrintf (DMSG_NOTIFY, "MaxVisSprites increased to %d\n", MaxVisSprites);
// Allocate sprites from the new pile
for (vissprite_t **p = vissprite_p; p < lastvissprite; ++p)
@ -832,13 +832,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
else
{
// decide which texture to use for the sprite
#ifdef RANGECHECK
if (spritenum >= (signed)sprites.Size () || spritenum < 0)
if ((unsigned)spritenum >= sprites.Size ())
{
DPrintf ("R_ProjectSprite: invalid sprite number %u\n", spritenum);
DPrintf (DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", spritenum);
return;
}
#endif
spritedef_t *sprdef = &sprites[spritenum];
if (thing->frame >= sprdef->numframes)
{
@ -1312,13 +1310,13 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
// decide which patch to use
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
{
DPrintf("R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
return;
}
sprdef = &sprites[pspr->GetSprite()];
if (pspr->GetFrame() >= sprdef->numframes)
{
DPrintf("R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
return;
}
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];