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