- 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

@ -552,7 +552,7 @@ void S_UnloadSound (sfxinfo_t *sfx)
GSnd->UnloadSound(sfx->data);
sfx->data.Clear();
sfx->data3d.Clear();
DPrintf("Unloaded sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
DPrintf(DMSG_NOTIFY, "Unloaded sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
}
}
@ -1327,7 +1327,7 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
{
if (S_sfx[i].data.isValid() && S_sfx[i].link == sfxinfo_t::NO_LINK && S_sfx[i].lumpnum == sfx->lumpnum)
{
DPrintf ("Linked %s to %s (%d)\n", sfx->name.GetChars(), S_sfx[i].name.GetChars(), i);
DPrintf (DMSG_NOTIFY, "Linked %s to %s (%d)\n", sfx->name.GetChars(), S_sfx[i].name.GetChars(), i);
sfx->link = i;
// This is necessary to avoid using the rolloff settings of the linked sound if its
// settings are different.
@ -1336,7 +1336,7 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
}
}
DPrintf("Loading sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
DPrintf(DMSG_NOTIFY, "Loading sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
int size = Wads.LumpLength(sfx->lumpnum);
if (size > 0)
@ -1396,7 +1396,7 @@ static void S_LoadSound3D(sfxinfo_t *sfx)
if(sfx->data3d.isValid())
return;
DPrintf("Loading monoized sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
DPrintf(DMSG_NOTIFY, "Loading monoized sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
int size = Wads.LumpLength(sfx->lumpnum);
if(size <= 0) return;