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authorTorbjörn Andersson2003-09-27 11:02:58 +0000
committerTorbjörn Andersson2003-09-27 11:02:58 +0000
commit8ad28e3a7e3a4696f05e067ad51f504cda306502 (patch)
tree93c3199f65732d5590b3cab9ae7c7215acef6992 /sword2/save_rest.cpp
parent5f2d799fd22aa95d3fe075c736574a1941f6a5e8 (diff)
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More cleanup, and I've replaced most - not quite all - of BS2's debug
message functions with our own. We still need to go through them and assign sensible debug levels to them. svn-id: r10422
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r--sword2/save_rest.cpp15
1 files changed, 3 insertions, 12 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index 905256f8a8..6a37048a5a 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -455,16 +455,7 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// Write to walkthrough file (zebug0.txt)
-#ifdef _SWORD2_DEBUG
- Zdebug(0, "*************************************");
- Zdebug(0, "RESTORED GAME \"%s\"", g_header.description);
- Zdebug(0, "*************************************");
-
- // Also write this to system debug file
- Zdebug("*************************************");
- Zdebug("RESTORED GAME \"%s\"", g_header.description);
- Zdebug("*************************************");
-#endif
+ debug(5, "RESTORED GAME \"%s\"", g_header.description);
// game restored ok
return SR_OK;
@@ -528,7 +519,7 @@ void GetPlayerStructures(void) {
head = (_standardHeader*) res_man.Res_open(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
- Con_fatal_error("incorrect CUR_PLAYER_ID=%d (%s line %u)", CUR_PLAYER_ID, __FILE__, __LINE__);
+ Con_fatal_error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;
RunScript(raw_script_ad, raw_script_ad, &null_pc);
@@ -547,7 +538,7 @@ void PutPlayerStructures(void) {
head = (_standardHeader*) res_man.Res_open(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
- Con_fatal_error("incorrect CUR_PLAYER_ID=%d (%s line %u)", CUR_PLAYER_ID, __FILE__, __LINE__);
+ Con_fatal_error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;