remove debug log and messages

Controls
Tobias Zwick 2013-06-04 20:11:09 +02:00
parent e30d5b9ec5
commit ddd2db94e0
1 changed files with 0 additions and 13 deletions

View File

@ -128,7 +128,6 @@ public func GetDrain() { return drain_pipe; }
public func SetSource(object pipe) public func SetSource(object pipe)
{ {
Log("source pipe connected");
source_pipe = pipe; source_pipe = pipe;
CheckState(); CheckState();
} }
@ -143,7 +142,6 @@ func QueryWaivePowerRequest()
func OnNotEnoughPower() func OnNotEnoughPower()
{ {
Log("not enough power");
_inherited(...); _inherited(...);
powered = false; powered = false;
CheckState(); CheckState();
@ -151,7 +149,6 @@ func OnNotEnoughPower()
func OnEnoughPower() func OnEnoughPower()
{ {
Log("enough power");
_inherited(...); _inherited(...);
powered = true; powered = true;
CheckState(); CheckState();
@ -226,10 +223,7 @@ protected func Pumping()
stored_material_amount = i; stored_material_amount = i;
if (stored_material_amount <= 0) if (stored_material_amount <= 0)
stored_material_index = nil; stored_material_index = nil;
if(!pump_ok) {Log("cant drain liquid");}
} }
else { Log("cant get liquid"); }
if(!pump_ok) if(!pump_ok)
{ {
@ -243,8 +237,6 @@ func CheckState()
var is_fullcon = GetCon() >= 100; var is_fullcon = GetCon() >= 100;
var can_pump = source_pipe && is_fullcon && switched_on; var can_pump = source_pipe && is_fullcon && switched_on;
Message("@0");
// can't pump at all -> wait // can't pump at all -> wait
if (!can_pump) if (!can_pump)
{ {
@ -335,8 +327,6 @@ private func UpdatePowerUsage()
} }
power_used = new_power; power_used = new_power;
Message("@%d",new_power);
} }
/** Return whether the pump should be using power in the current state */ /** Return whether the pump should be using power in the current state */
@ -378,8 +368,6 @@ func SetState(string act)
{ {
if(act == GetAction()) return; if(act == GetAction()) return;
Log("setting state %s",act);
var start = 0; var start = 0;
var end = GetAnimationLength("pump"); var end = GetAnimationLength("pump");
var anim_pos = GetAnimationPosition(animation); var anim_pos = GetAnimationPosition(animation);
@ -403,7 +391,6 @@ func SetState(string act)
else if(power_used > 0) UnmakePowerConsumer(); else if(power_used > 0) UnmakePowerConsumer();
power_used = 0; power_used = 0;
powered = false; powered = false;
Message("@OFF");
} }
// finally, set the action // finally, set the action
SetAction(act); SetAction(act);