From 5de94dccc94cf7c7d8bfce57dda80d637c279f7b Mon Sep 17 00:00:00 2001 From: titison Date: Sat, 15 Nov 2014 18:45:46 +0100 Subject: [PATCH] setLockedUnitForFaction *removed debug (printf's) --- source/glest_game/gui/gui.cpp | 2 -- 1 file changed, 2 deletions(-) diff --git a/source/glest_game/gui/gui.cpp b/source/glest_game/gui/gui.cpp index 2a1cca78..a3bbb969 100644 --- a/source/glest_game/gui/gui.cpp +++ b/source/glest_game/gui/gui.cpp @@ -817,9 +817,7 @@ void Gui::computeInfoString(int posDisplay){ //locked by scenario const BuildCommandType *bct= static_cast(activeCommandType); const Unit *unit= selection.getFrontUnit(); - printf("opfaaa\n"); if(unit->getFaction()->isUnitLocked(bct->getBuilding(posDisplay))){ - printf("OpfaUnitNameDiggaaaa:%s",bct->getBuilding(posDisplay)->getName(false).c_str()); display.setInfoText(lang.getString("LockedByScenario")+"\n\n"+bct->getBuilding(posDisplay)->getReqDesc(game->showTranslatedTechTree())); } else { display.setInfoText(bct->getBuilding(posDisplay)->getReqDesc(game->showTranslatedTechTree()));