diff --git a/r5dev/engine/host_state.cpp b/r5dev/engine/host_state.cpp index 59bf93e2..503b1d87 100644 --- a/r5dev/engine/host_state.cpp +++ b/r5dev/engine/host_state.cpp @@ -92,7 +92,6 @@ FORCEINLINE void CHostState::FrameUpdate(CHostState* pHostState, double flCurren { case HostStates_t::HS_NEW_GAME: { - DevMsg(eDLL_T::ENGINE, "%s - Loading level: '%s'\n", "CHostState::FrameUpdate", g_pHostState->m_levelName); g_pHostState->State_NewGame(); break; } @@ -138,13 +137,13 @@ FORCEINLINE void CHostState::FrameUpdate(CHostState* pHostState, double flCurren } case HostStates_t::HS_GAME_SHUTDOWN: { - DevMsg(eDLL_T::ENGINE, "%s - Shutdown host game\n", "CHostState::FrameUpdate"); + DevMsg(eDLL_T::ENGINE, __FUNCTION__": Shutdown host game\n"); CHostState_State_GameShutDown(g_pHostState); break; } case HostStates_t::HS_RESTART: { - DevMsg(eDLL_T::ENGINE, "%s - Restarting state machine\n", "CHostState::FrameUpdate"); + DevMsg(eDLL_T::ENGINE, __FUNCTION__": Restarting state machine\n"); #ifndef DEDICATED CL_EndMovie(); #endif // !DEDICATED @@ -356,6 +355,8 @@ FORCEINLINE void CHostState::GameShutDown(void) //----------------------------------------------------------------------------- FORCEINLINE void CHostState::State_NewGame(void) { + DevMsg(eDLL_T::ENGINE, __FUNCTION__": Loading level: '%s'\n", g_pHostState->m_levelName); + LARGE_INTEGER time{}; uint16_t nSplitScreenPlayers = m_nSplitScreenPlayers; m_nSplitScreenPlayers = 0; @@ -370,7 +371,7 @@ FORCEINLINE void CHostState::State_NewGame(void) if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game. || !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, nSplitScreenPlayers, time) || !g_pServerGameClients) { - Error(eDLL_T::ENGINE, NO_ERROR, "%s - Error: Map not valid\n", "CHostState::State_NewGame"); + Error(eDLL_T::ENGINE, NO_ERROR, __FUNCTION__": Error: Level not valid\n"); #ifndef DEDICATED SCR_EndLoadingPlaque(); #endif // !DEDICATED @@ -392,7 +393,7 @@ FORCEINLINE void CHostState::State_NewGame(void) //----------------------------------------------------------------------------- FORCEINLINE void CHostState::State_ChangeLevelSP(void) { - DevMsg(eDLL_T::ENGINE, "%s - Changing singleplayer level to: '%s'\n", "CHostState::State_ChangeLevelSP", m_levelName); + DevMsg(eDLL_T::ENGINE, __FUNCTION__": Changing singleplayer level to: '%s'\n", m_levelName); m_flShortFrameTime = 1.5; // Set frame time. if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game. @@ -401,7 +402,7 @@ FORCEINLINE void CHostState::State_ChangeLevelSP(void) } else { - Error(eDLL_T::ENGINE, NO_ERROR, "%s - Error: Unable to find map: '%s'\n", "CHostState::State_ChangeLevelSP", m_levelName); + Error(eDLL_T::ENGINE, NO_ERROR, __FUNCTION__": Error: Unable to find level: '%s'\n", m_levelName); } m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run. @@ -418,7 +419,7 @@ FORCEINLINE void CHostState::State_ChangeLevelSP(void) //----------------------------------------------------------------------------- FORCEINLINE void CHostState::State_ChangeLevelMP(void) { - DevMsg(eDLL_T::ENGINE, "%s - Changing multiplayer level to: '%s'\n", "CHostState::State_ChangeLevelMP", m_levelName); + DevMsg(eDLL_T::ENGINE, __FUNCTION__": Changing multiplayer level to: '%s'\n", m_levelName); m_flShortFrameTime = 0.5; // Set frame time. #ifndef CLIENT_DLL @@ -433,7 +434,7 @@ FORCEINLINE void CHostState::State_ChangeLevelMP(void) } else { - Error(eDLL_T::ENGINE, NO_ERROR, "%s - Error: Unable to find map: '%s'\n", "CHostState::State_ChangeLevelMP", m_levelName); + Error(eDLL_T::ENGINE, NO_ERROR, __FUNCTION__": Error: Unable to find level: '%s'\n", m_levelName); } m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.