More work on cleaning up debug trace logs. Added getDisplayName() overrides to the Ability & NextGamePhase interrupts so that there's now more contextual info in the output log. You'll now see what game phase is being added/resolved on the stack, and instead of a generic 'StackAbility' entry, it'll tell you what source it's coming from.
Also deleted a few debug output traces that were truly uninformative.
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@@ -633,11 +633,6 @@ void GameSettings::checkProfile(){
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}
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void GameSettings::createUsersFirstDeck(int setId){
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#if defined (WIN32) || defined (LINUX)
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char buf[4096];
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sprintf(buf, "setID: %i", setId);
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OutputDebugString(buf);
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#endif
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if(theGame == NULL || theGame->collection == NULL)
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return;
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@@ -659,19 +654,11 @@ void GameSettings::createUsersFirstDeck(int setId){
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if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Island"))
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mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Island");
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#if defined (WIN32) || defined (LINUX)
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OutputDebugString("1\n");
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#endif
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//Starter Deck
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mCollection->addRandomCards(3, sets,1,Constants::RARITY_R,NULL);
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mCollection->addRandomCards(9, sets,1,Constants::RARITY_U,NULL);
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mCollection->addRandomCards(48, sets,1,Constants::RARITY_C,NULL);
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#if defined (WIN32) || defined (LINUX)
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OutputDebugString("2\n");
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#endif
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//Boosters
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for (int i = 0; i< 2; i++){
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mCollection->addRandomCards(1, sets,1,Constants::RARITY_R);
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