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https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Added a missing header
SGP_DEBUG is now exclusively for outputting huge amounts of debug info, made consistent in DEBUG.cpp Fix for slow bullets and other anims git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1099 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -32,6 +32,7 @@
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#include "Multi Language Graphic Utils.h"
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#include "Encrypted File.h"
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#include "ja2 splash.h"
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#include "GameVersion.h"
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#endif
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#define MAINMENU_TEXT_FILE "LoadScreens\\MainMenu.edt"
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@@ -16,7 +16,7 @@
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// Because we're in a library, define SGP_DEBUG here - the client may not always
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// use the code to write text, because the header switches on the define
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#define SGP_DEBUG
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//#define SGP_DEBUG
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//#undef _DEBUG
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// WDS: Note: To compile with VS2005 in release mode you might have to not define SGP_DEBUG and
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@@ -487,9 +487,16 @@ void _DebugMessage(UINT8 *pString, UINT32 uiLineNum, UINT8 *pSourceFile)
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}
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#endif
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}
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#else
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BOOLEAN DbgInitialize(void) { return true; };
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void DbgShutdown(void) {};
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#endif
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#if defined ( _DEBUG ) || defined ( FORCE_ASSERTS_ON )
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//////////////////////////////////////////////////////////////////////
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// This func is used by Assert()
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void _Null(void)
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@@ -504,7 +511,7 @@ void _FailMessage( STR8 pString, UINT32 uiLineNum, STR8 pSourceFile )
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CHAR8 ubOutputString[512];
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#ifndef _NO_DEBUG_TXT
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MSG Message;
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FILE *DebugFile;
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// FILE *DebugFile;
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#endif
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BOOLEAN fDone = FALSE;
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//Build the output strings
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@@ -520,6 +527,7 @@ void _FailMessage( STR8 pString, UINT32 uiLineNum, STR8 pSourceFile )
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//Record to file if required
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#ifndef _NO_DEBUG_TXT
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#if 0
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if (gfRecordToFile)
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{
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if ((DebugFile = fopen( gpcDebugLogFileName, "a+t" )) != NULL)
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@@ -528,7 +536,10 @@ void _FailMessage( STR8 pString, UINT32 uiLineNum, STR8 pSourceFile )
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fclose( DebugFile );
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}
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}
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#endif
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// 0verhaul: Replacement for the above. More consistent.
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DbgMessage( TOPIC_GAME, DBG_LEVEL_1, ubOutputString);
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#if 0
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if( !FontObjs[0] )
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{ //Font manager hasn't yet been initialized so use the windows error system
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@@ -613,9 +624,6 @@ void _FailMessage(STR8 pString, UINT32 uiLineNum, STR8 pSourceFile)
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#endif
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#else
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BOOLEAN DbgInitialize(void) { return true; };
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void DbgShutdown(void) {};
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#endif
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// This is NOT a _DEBUG only function! It is also needed in
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@@ -848,8 +848,8 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR p
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FastDebugMsg("Running Game");
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// 0verhaul: Roughly 60 frames per second. The original "low cpu" code did 30, but that is really slow
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SetTimer( ghWindow, uiTimer, 16, NULL);
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// 0verhaul: Use the smallest available timer to make sure all animation updates happen at the speed they're supposed to
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SetTimer( ghWindow, uiTimer, 1, NULL);
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// At this point the SGP is set up, which means all I/O, Memory, tools, etc... are available. All we need to do is
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// attend to the gaming mechanics themselves
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