Esempio n. 1
0
void _syncDebugFeature(const char *function, FEATURE const *psFeature, char ch)
{
	_syncDebug(function, "%c feature%d = p%d;pos(%d,%d,%d),subtype%d,dam%d,bp%d", ch,
	          psFeature->id,

	          psFeature->player,
	          psFeature->pos.x, psFeature->pos.y, psFeature->pos.z,
	          psFeature->psStats->subType,
	          psFeature->psStats->damageable,
	          psFeature->body

	          );
}
Esempio n. 2
0
void _syncDebugObject(const char *function, SIMPLE_OBJECT const *psObject, char ch)
{
	switch (psObject->type)
	{
	case OBJ_DROID:      _syncDebugDroid(function, (const DROID *)     psObject, ch); break;
	case OBJ_STRUCTURE:  _syncDebugStructure(function, (const STRUCTURE *) psObject, ch); break;
	case OBJ_FEATURE:    _syncDebugFeature(function, (const FEATURE *)   psObject, ch); break;
	case OBJ_PROJECTILE: _syncDebugProjectile(function, (const PROJECTILE *)psObject, ch); break;
	default:             _syncDebug(function, "%c unidentified_object%d = p%d;objectType%d", ch, psObject->id, psObject->player, psObject->type);
		ASSERT_HELPER(!"invalid object type", "_syncDebugObject", function, "syncDebug: Invalid object type (type num %u)", (unsigned int)psObject->type);
		break;
	}
}