Fix debug build from previous commit.
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0d1ca2151d
commit
83feb9f2e8
5 changed files with 13 additions and 13 deletions
src
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@ -204,7 +204,7 @@ static void MoveToTarget(CUnit *unit)
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unit->CurrentAction() == UnitActionAttackGround);
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Assert(unit->CanMove());
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Assert(unit->CurrentOrder()->HasGoal()
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|| (unit->CurrentOrder()->X != -1 && unit->CurrentOrder()->Y != -1));
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|| (unit->CurrentOrder()->goalPos.x != -1 && unit->CurrentOrder()->goalPos.y != -1));
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int err = DoActionMove(unit);
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@ -296,7 +296,7 @@ static void AttackTarget(CUnit *unit)
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Assert(unit);
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Assert(unit->CurrentOrder()->HasGoal() ||
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(unit->CurrentOrder()->X != -1 && unit->CurrentOrder()->Y != -1));
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(unit->CurrentOrder()->goalPos.x != -1 && unit->CurrentOrder()->goalPos.y != -1));
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AnimateActionAttack(unit);
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if (unit->Anim.Unbreakable) {
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@ -419,7 +419,7 @@ void HandleActionAttack(CUnit *unit)
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Assert(unit->CurrentAction() == UnitActionAttackGround ||
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unit->CurrentAction() == UnitActionAttack);
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Assert(unit->CurrentOrder()->HasGoal() ||
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(unit->CurrentOrder()->X != -1 && unit->CurrentOrder()->Y != -1));
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(unit->CurrentOrder()->goalPos.x != -1 && unit->CurrentOrder()->goalPos.y != -1));
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if (unit->Wait) {
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unit->Wait--;
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@ -766,7 +766,7 @@ static int WaitInDepot(CUnit *unit)
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DebugPrint("%d: Worker %d report: [%d,%d] Resource gone near [%d,%d] in range %d. Sit and play dumb.\n"
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_C_ unit->Player->Index _C_ unit->Slot
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_C_ unit->tilePos.x _C_ unit->tilePos.y
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_C_ x _C_ y _C_ range);
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_C_ pos.x _C_ pos.y _C_ range);
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if(depot)
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DropOutOnSide(unit,
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LookingW, depot->Type->TileWidth, depot->Type->TileHeight);
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@ -748,7 +748,7 @@ void AiHelpMe(const CUnit *attacker, CUnit *defender)
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DebugPrint("%d: %d(%s) attacked at %d,%d\n" _C_
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defender->Player->Index _C_ UnitNumber(defender) _C_
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defender->Type->Ident.c_str() _C_ defender->X _C_ defender->Y);
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defender->Type->Ident.c_str() _C_ defender->tilePos.x _C_ defender->tilePos.y);
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//
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// Don't send help to scouts (zeppelin,eye of vision).
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@ -890,10 +890,10 @@ void AiWorkComplete(CUnit *unit, CUnit *what)
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if (unit) {
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DebugPrint("%d: %d(%s) build %s at %d,%d completed\n" _C_
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what->Player->Index _C_ UnitNumber(unit) _C_ unit->Type->Ident.c_str() _C_
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what->Type->Ident.c_str() _C_ unit->X _C_ unit->Y);
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what->Type->Ident.c_str() _C_ unit->tilePos.x _C_ unit->tilePos.y);
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} else {
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DebugPrint("%d: building %s at %d,%d completed\n" _C_
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what->Player->Index _C_ what->Type->Ident.c_str() _C_ what->X _C_ what->Y);
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what->Player->Index _C_ what->Type->Ident.c_str() _C_ what->tilePos.x _C_ what->tilePos.y);
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}
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Assert(what->Player->Type != PlayerPerson);
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@ -910,7 +910,7 @@ void AiCanNotBuild(CUnit *unit, const CUnitType *what)
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{
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DebugPrint("%d: %d(%s) Can't build %s at %d,%d\n" _C_
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unit->Player->Index _C_ UnitNumber(unit) _C_ unit->Type->Ident.c_str() _C_
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what->Ident.c_str() _C_ unit->X _C_ unit->Y);
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what->Ident.c_str() _C_ unit->tilePos.x _C_ unit->tilePos.y);
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Assert(unit->Player->Type != PlayerPerson);
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AiReduceMadeInBuilt(unit->Player->Ai, what);
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@ -1087,7 +1087,7 @@ void AiTrainingComplete(CUnit *unit, CUnit *what)
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{
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DebugPrint("%d: %d(%s) training %s at %d,%d completed\n" _C_
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unit->Player->Index _C_ UnitNumber(unit) _C_ unit->Type->Ident.c_str() _C_
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what->Type->Ident.c_str() _C_ unit->X _C_ unit->Y);
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what->Type->Ident.c_str() _C_ unit->tilePos.x _C_ unit->tilePos.y);
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Assert(unit->Player->Type != PlayerPerson);
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@ -1108,7 +1108,7 @@ void AiUpgradeToComplete(CUnit *unit, const CUnitType *what)
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{
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DebugPrint("%d: %d(%s) upgrade-to %s at %d,%d completed\n" _C_
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unit->Player->Index _C_ UnitNumber(unit) _C_ unit->Type->Ident.c_str() _C_
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what->Ident.c_str() _C_ unit->X _C_ unit->Y);
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what->Ident.c_str() _C_ unit->tilePos.x _C_ unit->tilePos.y);
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Assert(unit->Player->Type != PlayerPerson);
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}
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@ -1123,7 +1123,7 @@ void AiResearchComplete(CUnit *unit, const CUpgrade *what)
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{
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DebugPrint("%d: %d(%s) research %s at %d,%d completed\n" _C_
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unit->Player->Index _C_ UnitNumber(unit) _C_ unit->Type->Ident.c_str() _C_
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what->Ident.c_str() _C_ unit->X _C_ unit->Y);
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what->Ident.c_str() _C_ unit->tilePos.x _C_ unit->tilePos.y);
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Assert(unit->Player->Type != PlayerPerson);
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@ -277,7 +277,7 @@ void GroupHelpMe(CUnit *attacker, CUnit *defender)
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DebugPrint("%d: GroupHelpMe %d(%s) attacked at %d,%d\n" _C_
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defender->Player->Index _C_ UnitNumber(defender) _C_
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defender->Type->Ident.c_str() _C_ defender->X _C_ defender->Y);
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defender->Type->Ident.c_str() _C_ defender->tilePos.x _C_ defender->tilePos.y);
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//
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// Don't send help to scouts (zeppelin,eye of vision).
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@ -1689,7 +1689,7 @@ void MissileWhirlwind::Action()
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this->source = this->position;
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this->State = 0;
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DebugPrint("Whirlwind new direction: %d, %d, TTL: %d\n" _C_
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this->DX _C_ this->DY _C_ this->TTL);
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this->destination.x _C_ this->destination.y _C_ this->TTL);
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}
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}
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