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ACCESS: Move debug channel registration where they belong
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795a628684
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@ -34,6 +34,12 @@ namespace Access {
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AccessEngine::AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc)
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: _gameDescription(gameDesc), Engine(syst), _randomSource("Access"),
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_useItem(_flags[99]), _startup(_flags[170]), _manScaleOff(_flags[172]) {
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// Set up debug channels
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DebugMan.addDebugChannel(kDebugPath, "path", "Pathfinding debug level");
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DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
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DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
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DebugMan.addDebugChannel(kDebugSound, "sound", "Sound and Music handling");
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_aboutBox = nullptr;
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_animation = nullptr;
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_bubbleBox = nullptr;
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@ -151,12 +157,6 @@ void AccessEngine::setVGA() {
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}
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void AccessEngine::initialize() {
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// Set up debug channels
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DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
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DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
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DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
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DebugMan.addDebugChannel(kDebugSound, "sound", "Sound and Music handling");
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if (isCD()) {
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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// The CD version contains two versions of the game.
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