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authormd52011-03-04 00:14:46 +0200
committermd52011-03-04 00:25:19 +0200
commitaaa6c9a071f7ed91370934779b63511151b936be (patch)
tree1fb1fab1aa6402c21defa1718e0a23f298f51e50 /engines/sci
parentce9796baa3185417af53969e1258350648c2fc5a (diff)
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SCI: Improved debug output of validate_property()
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/engine/vm.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/sci/engine/vm.cpp b/engines/sci/engine/vm.cpp
index e00ec59196..24f3c96f62 100644
--- a/engines/sci/engine/vm.cpp
+++ b/engines/sci/engine/vm.cpp
@@ -118,8 +118,8 @@ static reg_t &validate_property(EngineState *s, Object *obj, int index) {
if (index < 0 || (uint)index >= obj->getVarCount()) {
// This is same way sierra does it and there are some games, that contain such scripts like
// iceman script 998 (fred::canBeHere, executed right at the start)
- debugC(kDebugLevelVM, "[VM] Invalid property #%d (out of [0..%d]) requested!",
- index, obj->getVarCount());
+ debugC(kDebugLevelVM, "[VM] Invalid property #%d (out of [0..%d]) requested from object %04x:%04x (%s)",
+ index, obj->getVarCount(), PRINT_REG(obj->getPos()), s->_segMan->getObjectName(obj->getPos()));
return dummyReg;
}