[iortcw] 29/89: All: Add some missing newlines to printfs
Simon McVittie
smcv at debian.org
Fri Sep 8 10:44:20 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to tag 1.51b
in repository iortcw.
commit 96e253cc5757eeeae544755e6dbbc9922884311a
Author: Zack Middleton <zack at cloemail.com>
Date: Wed Jun 21 21:04:53 2017 -0500
All: Add some missing newlines to printfs
---
MP/code/cgame/cg_weapons.c | 4 ++--
MP/code/game/ai_cast_script_actions.c | 6 +++---
SP/code/cgame/cg_weapons.c | 4 ++--
SP/code/game/ai_cast_script_actions.c | 6 +++---
4 files changed, 10 insertions(+), 10 deletions(-)
diff --git a/MP/code/cgame/cg_weapons.c b/MP/code/cgame/cg_weapons.c
index af8930b..5a2cae6 100644
--- a/MP/code/cgame/cg_weapons.c
+++ b/MP/code/cgame/cg_weapons.c
@@ -1040,7 +1040,7 @@ static qboolean CG_ParseWeaponConfig( const char *filename, weaponInfo_t *wi ) {
}
if ( i != MAX_WP_ANIMATIONS ) {
- CG_Printf( "Error parsing weapon animation file: %s", filename );
+ CG_Printf( "Error parsing weapon animation file: %s\n", filename );
return qfalse;
}
@@ -1112,7 +1112,7 @@ void CG_RegisterWeapon( int weaponNum ) {
// ie. every weapon and it's associated effects/parts/sounds etc. are loaded for every level.
// This was turned off when we started (the "only load what the level calls for" thing) because when
// DM does a "give all" and fires, he doesn't want to wait for everything to load. So perhaps a "cacheallweaps" or something.
-// CG_Printf( "Couldn't register weapon model %i (unable to load view model)", weaponNum );
+// CG_Printf( "Couldn't register weapon model %i (unable to load view model)\n", weaponNum );
// CG_Error( "Couldn't register weapon model %i (unable to load view model)", weaponNum );
return;
}
diff --git a/MP/code/game/ai_cast_script_actions.c b/MP/code/game/ai_cast_script_actions.c
index 39f6f4e..edbf849 100644
--- a/MP/code/game/ai_cast_script_actions.c
+++ b/MP/code/game/ai_cast_script_actions.c
@@ -887,7 +887,7 @@ qboolean AICast_ScriptAction_SetAmmo( cast_state_t *cs, char *params ) {
//----(SA) end
} else {
-// G_Printf( "--SCRIPTER WARNING-- AI Scripting: setammo: unknown ammo \"%s\"", params );
+// G_Printf( "--SCRIPTER WARNING-- AI Scripting: setammo: unknown ammo \"%s\"\n", params );
return qfalse; // (SA) temp as scripts transition to new names
}
@@ -949,7 +949,7 @@ qboolean AICast_ScriptAction_SetClip( cast_state_t *cs, char *params ) {
}
} else {
-// G_Printf( "--SCRIPTER WARNING-- AI Scripting: setclip: unknown weapon \"%s\"", params );
+// G_Printf( "--SCRIPTER WARNING-- AI Scripting: setclip: unknown weapon \"%s\"\n", params );
return qfalse; // (SA) temp as scripts transition to new names
}
@@ -996,7 +996,7 @@ qboolean AICast_ScriptAction_SelectWeapon( cast_state_t *cs, char *params ) {
g_entities[cs->entityNum].client->ps.weaponTime = 500; // (SA) HACK: FIXME: TODO: delay to catch initial weapon reload
}
} else {
-// G_Printf( "--SCRIPTER WARNING-- AI Scripting: selectweapon: unknown weapon \"%s\"", params );
+// G_Printf( "--SCRIPTER WARNING-- AI Scripting: selectweapon: unknown weapon \"%s\"\n", params );
return qfalse; // (SA) temp as scripts transition to new names
// G_Error( "AI Scripting: selectweapon: unknown weapon \"%s\"", params );
}
diff --git a/SP/code/cgame/cg_weapons.c b/SP/code/cgame/cg_weapons.c
index e458413..a8742ca 100644
--- a/SP/code/cgame/cg_weapons.c
+++ b/SP/code/cgame/cg_weapons.c
@@ -983,7 +983,7 @@ static qboolean CG_ParseWeaponConfig( const char *filename, weaponInfo_t *wi ) {
}
if ( i != MAX_WP_ANIMATIONS ) {
- CG_Printf( "Error parsing weapon animation file: %s", filename );
+ CG_Printf( "Error parsing weapon animation file: %s\n", filename );
return qfalse;
}
@@ -1062,7 +1062,7 @@ void CG_RegisterWeapon( int weaponNum ) {
// ie. every weapon and it's associated effects/parts/sounds etc. are loaded for every level.
// This was turned off when we started (the "only load what the level calls for" thing) because when
// DM does a "give all" and fires, he doesn't want to wait for everything to load. So perhaps a "cacheallweaps" or something.
-// CG_Printf( "Couldn't register weapon model %i (unable to load view model)", weaponNum );
+// CG_Printf( "Couldn't register weapon model %i (unable to load view model)\n", weaponNum );
// RF, I need to be able to run the game, I dont have the silencer weapon (19)
#ifndef _DEBUG
// CG_Error( "Couldn't register weapon model %i (unable to load view model)", weaponNum );
diff --git a/SP/code/game/ai_cast_script_actions.c b/SP/code/game/ai_cast_script_actions.c
index 5f62a94..8abdc4d 100644
--- a/SP/code/game/ai_cast_script_actions.c
+++ b/SP/code/game/ai_cast_script_actions.c
@@ -1065,7 +1065,7 @@ qboolean AICast_ScriptAction_SetAmmo( cast_state_t *cs, char *params ) {
} else {
if ( g_cheats.integer ) {
- G_Printf( "--SCRIPTER WARNING-- AI Scripting: setammo: unknown ammo \"%s\"", params );
+ G_Printf( "--SCRIPTER WARNING-- AI Scripting: setammo: unknown ammo \"%s\"\n", params );
}
return qfalse; // (SA) temp as scripts transition to new names
}
@@ -1128,7 +1128,7 @@ qboolean AICast_ScriptAction_SetClip( cast_state_t *cs, char *params ) {
}
} else {
-// G_Printf( "--SCRIPTER WARNING-- AI Scripting: setclip: unknown weapon \"%s\"", params );
+// G_Printf( "--SCRIPTER WARNING-- AI Scripting: setclip: unknown weapon \"%s\"\n", params );
return qfalse; // (SA) temp as scripts transition to new names
}
@@ -1214,7 +1214,7 @@ qboolean AICast_ScriptAction_SelectWeapon( cast_state_t *cs, char *params ) {
g_entities[cs->entityNum].client->ps.weaponTime = 750; // (SA) HACK: FIXME: TODO: delay to catch initial weapon reload
}
} else {
-// G_Printf( "--SCRIPTER WARNING-- AI Scripting: selectweapon: unknown weapon \"%s\"", params );
+// G_Printf( "--SCRIPTER WARNING-- AI Scripting: selectweapon: unknown weapon \"%s\"\n", params );
// return qfalse; // (SA) temp as scripts transition to new names
G_Error( "AI Scripting: selectweapon: unknown weapon \"%s\"", params );
}
--
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