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FULLPIPE: Remove redundant debug output
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d367f0fb7c
commit
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@ -121,14 +121,6 @@ void GameLoader::readSavegame(const char *fname) {
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_sc2array[i]._isLoaded = 0;
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}
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int num = 2;
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for (int k = 0; k < _sc2array[num]._picAniInfosCount; k++) {
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debugC(4, kDebugLoading, "num: %d", k);
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debugC(4, kDebugLoading, "type: %d id: %d", _sc2array[num]._picAniInfos[k]->type, _sc2array[num]._picAniInfos[k]->objectId);
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debugC(4, kDebugLoading, "staticsId: %d movid: %d movphase: %d", _sc2array[num]._picAniInfos[k]->staticsId,
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_sc2array[num]._picAniInfos[k]->movementId, _sc2array[num]._picAniInfos[k]->dynamicPhaseIndex);
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}
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delete archive;
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getGameLoaderInventory()->rebuildItemRects();
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@ -600,8 +592,6 @@ bool PicAniInfo::load(MfcArchive &file) {
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oy = file.readSint32LE();
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priority = file.readUint32LE();
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staticsId = file.readUint16LE();
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if (objectId == 334)
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warning("objid: %d stid: %d", objectId, staticsId);
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movementId = file.readUint16LE();
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dynamicPhaseIndex = file.readUint16LE();
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flags = file.readUint16LE();
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@ -98,14 +98,6 @@ void GameLoader::writeSavegame(Scene *sc, const char *fname) {
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}
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}
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int num = 2;
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for (int k = 0; k < _sc2array[num]._picAniInfosCount; k++) {
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debugC(4, kDebugLoading, "num: %d", k);
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debugC(4, kDebugLoading, "type: %d id: %d", _sc2array[num]._picAniInfos[k]->type, _sc2array[num]._picAniInfos[k]->objectId);
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debugC(4, kDebugLoading, "staticsId: %d movid: %d movphase: %d", _sc2array[num]._picAniInfos[k]->staticsId,
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_sc2array[num]._picAniInfos[k]->movementId, _sc2array[num]._picAniInfos[k]->dynamicPhaseIndex);
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}
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header.encSize = stream.size();
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// Now obfuscate the data
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@ -178,8 +170,6 @@ void PicAniInfo::save(MfcArchive &file) {
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file.writeSint32LE(oy);
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file.writeUint32LE(priority);
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file.writeUint16LE(staticsId);
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if (objectId == 334)
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warning("objid: %d stid: %d", objectId, staticsId);
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file.writeUint16LE(movementId);
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file.writeUint16LE(dynamicPhaseIndex);
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file.writeUint16LE(flags);
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