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@ -1406,7 +1406,7 @@ void CCharacterCL::updateVisualPropertyBehaviour(const NLMISC::TGameCycle &gameC
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// New Behaviour Received.
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CBehaviour beh(prop);
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if(verboseVP(this))
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nlinfo("(%05d,%03d) CH::updateVPBeha:%d: '%s(%d)' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, behaviourToString((EBehaviour)beh.Behaviour).c_str(), beh.Behaviour);
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nlinfo("(%05d,%03d) CH::updateVPBeha:%d: '%s(%d)' received.", sint32(T1%100000), NetMngr.getCurrentServerTick(), _Slot, behaviourToString((EBehaviour)beh.Behaviour).c_str(), (sint)beh.Behaviour);
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// Add in right stage.
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_Stages.addStage(gameCycle, PROPERTY_BEHAVIOUR, prop);
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@ -4691,7 +4691,7 @@ void CCharacterCL::applyBehaviour(const CBehaviourContext &bc) // virtual
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// INFO : display some debug information.
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if((VerboseAnimUser && _Slot==0) || (VerboseAnimSelection && _Slot == UserEntity->selection()))
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nlinfo("CH:applyBeh:%d: '%d(%s)'", _Slot, behaviour.Behaviour, behaviourToString((EBehaviour)behaviour.Behaviour).c_str());
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nlinfo("CH:applyBeh:%d: '%d(%s)'", _Slot, (sint)behaviour.Behaviour, behaviourToString((EBehaviour)behaviour.Behaviour).c_str());
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// ***** Apply the behaviour according to type
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@ -8330,7 +8330,7 @@ ADD_METHOD(void CCharacterCL::displayDebug(float x, float &y, float lineStep)) /
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y += lineStep;
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}
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// Skeleton Ptr
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TextContext->printfAt(x, y, "Skel Ptr: %p", _Skeleton);
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TextContext->printfAt(x, y, "Skel Ptr: %p", &_Skeleton);
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y += lineStep;
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// Animset Ptr
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TextContext->printfAt(x, y, "AnimSet Ptr: %p", _CurrentAnimSet[MOVE]);
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