- bugfix for particles CRC calculation for oos
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@ -4941,6 +4941,7 @@ void Game::DumpCRCWorldLogIfRequired(string fileSuffix) {
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logFile << "World CRC debug information:" << std::endl;
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logFile << "World CRC debug information:" << std::endl;
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logFile << "============================" << std::endl;
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logFile << "============================" << std::endl;
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logFile << "Maximum framecount: " << world.getFaction(0)->getCRC_DetailsForWorldFrameCount() << std::endl;
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logFile << "Maximum framecount: " << world.getFaction(0)->getCRC_DetailsForWorldFrameCount() << std::endl;
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logFile << "Software version: " << glestVersionString << "-" << getCompilerNameString() << "-" << getSVNRevisionString() << std::endl;
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for(unsigned int worldFrameIndex = 0; worldFrameIndex < world.getFaction(0)->getCRC_DetailsForWorldFrameCount(); ++worldFrameIndex) {
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for(unsigned int worldFrameIndex = 0; worldFrameIndex < world.getFaction(0)->getCRC_DetailsForWorldFrameCount(); ++worldFrameIndex) {
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//factions (and their related info)
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//factions (and their related info)
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@ -154,7 +154,7 @@ Checksum ParticleSystem::getCRC() {
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crcForParticleSystem.addInt(blendMode);
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crcForParticleSystem.addInt(blendMode);
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crcForParticleSystem.addInt(state);
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crcForParticleSystem.addInt(state);
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crcForParticleSystem.addInt(active);
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crcForParticleSystem.addInt(active);
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crcForParticleSystem.addInt(visible);
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//crcForParticleSystem.addInt(visible);
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crcForParticleSystem.addInt(aliveParticleCount);
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crcForParticleSystem.addInt(aliveParticleCount);
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crcForParticleSystem.addInt(particleCount);
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crcForParticleSystem.addInt(particleCount);
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@ -325,7 +325,7 @@ string ParticleSystem::toString() const {
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result += "\nblendMode = " + intToStr(blendMode);
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result += "\nblendMode = " + intToStr(blendMode);
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result += "\nstate = " + intToStr(state);
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result += "\nstate = " + intToStr(state);
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result += "\nactive = " + intToStr(active);
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result += "\nactive = " + intToStr(active);
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result += "\nvisible = " + intToStr(visible);
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//result += "\nvisible = " + intToStr(visible);
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result += "\naliveParticleCount = " + intToStr(aliveParticleCount);
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result += "\naliveParticleCount = " + intToStr(aliveParticleCount);
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result += "\nparticleCount = " + intToStr(particleCount);
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result += "\nparticleCount = " + intToStr(particleCount);
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@ -1453,13 +1453,13 @@ void UnitParticleSystem::loadGame(const XmlNode *rootNode) {
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}
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}
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Checksum UnitParticleSystem::getCRC() {
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Checksum UnitParticleSystem::getCRC() {
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Checksum crcForParticleSystem = ParticleSystem::getCRC();
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Checksum crcForParticleSystem = GameParticleSystem::getCRC();
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return crcForParticleSystem;
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return crcForParticleSystem;
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}
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}
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string UnitParticleSystem::toString() const {
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string UnitParticleSystem::toString() const {
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string result = ParticleSystem::toString();
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string result = GameParticleSystem::toString();
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result += "\nUnitParticleSystem ";
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result += "\nUnitParticleSystem ";
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result += "\nradius = " + floatToStr(radius);
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result += "\nradius = " + floatToStr(radius);
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@ -1687,13 +1687,13 @@ void AttackParticleSystem::loadGame(const XmlNode *rootNode) {
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}
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}
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Checksum AttackParticleSystem::getCRC() {
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Checksum AttackParticleSystem::getCRC() {
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Checksum crcForParticleSystem = ParticleSystem::getCRC();
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Checksum crcForParticleSystem = GameParticleSystem::getCRC();
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return crcForParticleSystem;
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return crcForParticleSystem;
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}
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}
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string AttackParticleSystem::toString() const {
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string AttackParticleSystem::toString() const {
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string result = ParticleSystem::toString();
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string result = GameParticleSystem::toString();
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result += "\nAttackParticleSystem ";
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result += "\nAttackParticleSystem ";
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result += "\nsizeNoEnergy = " + floatToStr(sizeNoEnergy);
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result += "\nsizeNoEnergy = " + floatToStr(sizeNoEnergy);
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@ -2067,13 +2067,13 @@ void ProjectileParticleSystem::loadGame(const XmlNode *rootNode) {
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}
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}
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Checksum ProjectileParticleSystem::getCRC() {
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Checksum ProjectileParticleSystem::getCRC() {
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Checksum crcForParticleSystem = ParticleSystem::getCRC();
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Checksum crcForParticleSystem = AttackParticleSystem::getCRC();
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return crcForParticleSystem;
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return crcForParticleSystem;
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}
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}
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string ProjectileParticleSystem::toString() const {
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string ProjectileParticleSystem::toString() const {
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string result = ParticleSystem::toString();
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string result = AttackParticleSystem::toString();
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result += "\nProjectileParticleSystem ";
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result += "\nProjectileParticleSystem ";
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if(nextParticleSystem != NULL) {
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if(nextParticleSystem != NULL) {
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@ -2249,13 +2249,13 @@ void SplashParticleSystem::loadGame(const XmlNode *rootNode) {
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}
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}
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Checksum SplashParticleSystem::getCRC() {
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Checksum SplashParticleSystem::getCRC() {
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Checksum crcForParticleSystem = ParticleSystem::getCRC();
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Checksum crcForParticleSystem = AttackParticleSystem::getCRC();
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return crcForParticleSystem;
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return crcForParticleSystem;
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}
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}
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string SplashParticleSystem::toString() const {
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string SplashParticleSystem::toString() const {
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string result = ParticleSystem::toString();
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string result = AttackParticleSystem::toString();
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result += "\nSplashParticleSystem ";
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result += "\nSplashParticleSystem ";
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if(prevParticleSystem != NULL) {
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if(prevParticleSystem != NULL) {
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