Added NPC path to debug output (#6198)
Have you ever been annoyed by a script error that did not tell you in which file the NPC is located? This will fix it for you.
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@ -496,12 +496,15 @@ static void script_reportsrc(struct script_state *st)
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return;
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return;
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switch( bl->type ) {
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switch( bl->type ) {
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case BL_NPC:
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case BL_NPC: {
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struct npc_data* nd = (struct npc_data*)bl;
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if( bl->m >= 0 )
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if( bl->m >= 0 )
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ShowDebug("Source (NPC): %s at %s (%d,%d)\n", ((struct npc_data *)bl)->name, map_mapid2mapname(bl->m), bl->x, bl->y);
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ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
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else
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else
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ShowDebug("Source (NPC): %s (invisible/not on a map)\n", ((struct npc_data *)bl)->name);
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ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
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break;
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ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
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} break;
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default:
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default:
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if( bl->m >= 0 )
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if( bl->m >= 0 )
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ShowDebug("Source (Non-NPC type %d): name %s at %s (%d,%d)\n", bl->type, status_get_name(bl), map_mapid2mapname(bl->m), bl->x, bl->y);
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ShowDebug("Source (Non-NPC type %d): name %s at %s (%d,%d)\n", bl->type, status_get_name(bl), map_mapid2mapname(bl->m), bl->x, bl->y);
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