[gamecode] Hide trace messages when debugger is attached

This commit is contained in:
Bill Currie 2020-04-01 00:09:34 +09:00
parent bd7212a411
commit e9733416f4

View file

@ -193,7 +193,7 @@ PR_EnterFunction (progs_t *pr, bfunction_t *f)
pr_type_t *dstParams[MAX_PARMS];
pointer_t paramofs = 0;
if (pr->pr_trace) {
if (pr->pr_trace && !pr->debug_handler) {
Sys_Printf ("Entering function %s\n",
PR_GetString (pr, f->descriptor->s_name));
}
@ -284,7 +284,7 @@ PR_LeaveFunction (progs_t *pr, int to_engine)
PR_PopFrame (pr);
if (pr->pr_trace) {
if (pr->pr_trace && !pr->debug_handler) {
Sys_Printf ("Leaving function %s\n",
PR_GetString (pr, f->descriptor->s_name));
if (to_engine) {
@ -405,7 +405,7 @@ PR_CallFunction (progs_t *pr, func_t fnum)
f = pr->function_table + fnum;
if (f->first_statement < 0) {
// negative statements are built in functions
if (pr->pr_trace) {
if (pr->pr_trace && !pr->debug_handler) {
Sys_Printf ("Calling builtin %s @ %p\n",
PR_GetString (pr, f->descriptor->s_name), f->func);
}