ACCESS: Move debug channel registration where they belong

This commit is contained in:
Eugene Sandulenko 2016-07-28 11:32:54 +03:00
parent 795a628684
commit 49ee8d82d1

View File

@ -34,6 +34,12 @@ namespace Access {
AccessEngine::AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc)
: _gameDescription(gameDesc), Engine(syst), _randomSource("Access"),
_useItem(_flags[99]), _startup(_flags[170]), _manScaleOff(_flags[172]) {
// Set up debug channels
DebugMan.addDebugChannel(kDebugPath, "path", "Pathfinding debug level");
DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
DebugMan.addDebugChannel(kDebugSound, "sound", "Sound and Music handling");
_aboutBox = nullptr;
_animation = nullptr;
_bubbleBox = nullptr;
@ -151,12 +157,6 @@ void AccessEngine::setVGA() {
}
void AccessEngine::initialize() {
// Set up debug channels
DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
DebugMan.addDebugChannel(kDebugSound, "sound", "Sound and Music handling");
if (isCD()) {
const Common::FSNode gameDataDir(ConfMan.get("path"));
// The CD version contains two versions of the game.