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author | rubidium <rubidium@openttd.org> | 2008-12-29 21:50:25 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2008-12-29 21:50:25 +0000 |
commit | 3c6add5293f64f7335fe0ef84606b146ce21a117 (patch) | |
tree | aec6feff3be34ba1d2dd8bd06c23da37e33ff3c1 /src/saveload.cpp | |
parent | ad1c52abf86d241c024a29b5e6d1c2f10f072d1f (diff) | |
download | openttd-3c6add5293f64f7335fe0ef84606b146ce21a117.tar.xz |
(svn r14772) -Codechange: make the "dump log of game to reproduce" desync debug stuff a runtime configurable debug option instead of a compile time option.
Diffstat (limited to 'src/saveload.cpp')
-rw-r--r-- | src/saveload.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/saveload.cpp b/src/saveload.cpp index 06789e8b0..968e48911 100644 --- a/src/saveload.cpp +++ b/src/saveload.cpp @@ -1687,6 +1687,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb) /* General tactic is to first save the game to memory, then use an available writer * to write it to file, either in threaded mode if possible, or single-threaded */ if (mode == SL_SAVE) { /* SAVE game */ + DEBUG(desync, 1, "save: %s\n", filename); fmt = GetSavegameFormat("memory"); // write to memory _sl.write_bytes = fmt->writer; @@ -1714,7 +1715,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb) } } else { /* LOAD game */ assert(mode == SL_LOAD); - DebugDumpCommands("ddc:load:%s\n", filename); + DEBUG(desync, 1, "load: %s\n", filename); if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE); |