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HDB: Hid some debug messages to deeper level
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@ -108,7 +108,7 @@ Common::SeekableReadStream *FileMan::findFirstData(const char *string, DataType
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if (pDest)
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*pDest = '_';
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debug(4, "Looking for Data: '%s' <- '%s'", fname, string);
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debug(8, "Looking for Data: '%s' <- '%s'", fname, string);
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// Find MPC Entry
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for (MPCIterator it = _dir.begin(); it != _dir.end(); it++) {
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@ -104,12 +104,12 @@ Common::Error HDBGame::loadGameState(int slot) {
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if (!_ai->cinematicsActive())
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_gfx->turnOffFade();
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debug(1, "Action List Info:");
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debug(7, "Action List Info:");
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for (int k = 0; k < 20; k++) {
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debug(1, "Action %d: entityName: %s", k, _ai->_actions[k].entityName);
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debug(1, "Action %d: x1: %d, y1: %d", k, _ai->_actions[k].x1, _ai->_actions[k].y1);
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debug(1, "Action %d: x2: %d, y2: %d", k, _ai->_actions[k].x2, _ai->_actions[k].y2);
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debug(1, "Action %d: luaFuncInit: %s, luaFuncUse: %s", k, _ai->_actions[k].luaFuncInit, _ai->_actions[k].luaFuncUse);
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debug(7, "Action %d: entityName: %s", k, _ai->_actions[k].entityName);
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debug(7, "Action %d: x1: %d, y1: %d", k, _ai->_actions[k].x1, _ai->_actions[k].y1);
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debug(7, "Action %d: x2: %d, y2: %d", k, _ai->_actions[k].x2, _ai->_actions[k].y2);
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debug(7, "Action %d: luaFuncInit: %s, luaFuncUse: %s", k, _ai->_actions[k].luaFuncInit, _ai->_actions[k].luaFuncUse);
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}
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return Common::kNoError;
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