TINSEL: Move debug channel registration to the very top of the engine constructor

This commit is contained in:
Eugene Sandulenko 2016-07-28 11:45:33 +03:00
parent aa2eec09be
commit 406b8cf33b

View File

@ -821,6 +821,12 @@ const char *const TinselEngine::_textFiles[][3] = {
TinselEngine::TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc), _random("tinsel"),
_console(0), _sound(0), _midiMusic(0), _pcmMusic(0), _bmv(0) {
// Register debug flags
DebugMan.addDebugChannel(kTinselDebugAnimations, "animations", "Animations debugging");
DebugMan.addDebugChannel(kTinselDebugActions, "actions", "Actions debugging");
DebugMan.addDebugChannel(kTinselDebugSound, "sound", "Sound debugging");
DebugMan.addDebugChannel(kTinselDebugMusic, "music", "Music debugging");
_vm = this;
_gameId = 0;
@ -828,12 +834,6 @@ TinselEngine::TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc)
_config = new Config(this);
// Register debug flags
DebugMan.addDebugChannel(kTinselDebugAnimations, "animations", "Animations debugging");
DebugMan.addDebugChannel(kTinselDebugActions, "actions", "Actions debugging");
DebugMan.addDebugChannel(kTinselDebugSound, "sound", "Sound debugging");
DebugMan.addDebugChannel(kTinselDebugMusic, "music", "Music debugging");
// Setup mixer
syncSoundSettings();