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- only print texture resolve errors in debug builds.
Otherwise this will print warnings when resolving content for different games. Needs to be done differently later, but right now the messages are needed for debugging.
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1 changed files with 7 additions and 2 deletions
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@ -248,7 +248,10 @@ void FActorInfo::ResolveTextures(const char* clsname, DCoreActor* defaults)
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for (unsigned i = 0; i < SpriteSet.Size(); i++)
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{
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SpriteSet[i] = TileFiles.tileForName(SpriteSetNames[i]);
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if (SpriteSet[i] == -1) Printf("Unknown texture '%s' in sprite set for class %s\n", SpriteSetNames[i].GetChars(), clsname);
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// This will print some noise in RR. Should later be restricted to user content.
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#ifdef _DEBUG
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if (SpriteSet[i] == -1) Printf(TEXTCOLOR_RED "Unknown texture '%s' in sprite set for class %s\n", SpriteSetNames[i].GetChars(), clsname);
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#endif
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}
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if (SpriteSet.Size() > 0)
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{
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@ -258,7 +261,9 @@ void FActorInfo::ResolveTextures(const char* clsname, DCoreActor* defaults)
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if (PicName.IsNotEmpty())
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{
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defaults->spr.picnum = TileFiles.tileForName(PicName);
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if (defaults->spr.picnum == -1) Printf("Unknown texture '%s' in pic for class %s\n", PicName.GetChars(), clsname);
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#ifdef _DEBUG
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if (defaults->spr.picnum == -1) Printf(TEXTCOLOR_RED "Unknown texture '%s' in pic for class %s\n", PicName.GetChars(), clsname);
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#endif
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}
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SpriteSetNames.Reset();
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PicName = "";
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