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authorlolbot-iichan2019-06-16 21:06:56 +0300
committerFilippos Karapetis2019-06-25 08:10:16 +0300
commit4b763f0e9e2cbd9bc1656212d546e92a80ec4e72 (patch)
treef98ea9ed6163678a5ea164c94ccc28fe9d1e6055 /engines/wintermute/base/scriptables
parent62aebde208685c027d1ad381abedf6aa0dc72f6d (diff)
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WINTERMUTE: Add debugN + comment for getNumScripts()
Diffstat (limited to 'engines/wintermute/base/scriptables')
-rw-r--r--engines/wintermute/base/scriptables/script_engine.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/engines/wintermute/base/scriptables/script_engine.cpp b/engines/wintermute/base/scriptables/script_engine.cpp
index a24b41214b..0e16006d46 100644
--- a/engines/wintermute/base/scriptables/script_engine.cpp
+++ b/engines/wintermute/base/scriptables/script_engine.cpp
@@ -433,6 +433,15 @@ int ScEngine::getNumScripts(int *running, int *waiting, int *persistent) {
numPersistent++;
break;
default:
+ // Those states were not handled in original WME as well:
+ // * SCRIPT_FINISHED,
+ // * SCRIPT_ERROR,
+ // * SCRIPT_WAITING_SCRIPT,
+ // * SCRIPT_THREAD_FINISHED
+ debugN("ScEngine::GetNumScripts - unhandled enum: %d\n", _scripts[i]->_state);
+
+ // This method calculates thread counts to be shown at debug screen only
+ // Extend BaseGame::displayDebugInfo() if you want to handle those states
break;
}
numTotal++;