kills Debug and Debug2 all hail debugging_enabled (#94002)

## About The Pull Request
renames Debug2 and kills Debug as its last use (atleast the one
described in its comment) was removed
added it to the check to print to print stack traces to chat in the
instance your debugging without a debugger attached for some reason (if
this var is enabled on live it already causes random to_world messages,
kinda fuck it we ball at that point)
## Why It's Good For The Game
The first one was ENTIRELY unused now
this name makes more sense
## Changelog
N/A
This commit is contained in:
FalloutFalcon
2025-11-18 17:24:36 -07:00
committed by GitHub
parent f76dc43bfd
commit c2dfa647a0
10 changed files with 20 additions and 22 deletions
+1 -2
View File
@@ -472,8 +472,7 @@ ADMIN_VERB(check_bomb_impacts, R_DEBUG, "Check Bomb Impact", "See what the effec
var/took = (REALTIMEOFDAY - started_at) / 10
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
if(GLOB.Debug2)
log_world("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
debug_world("Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
explosion_index += 1
+1 -1
View File
@@ -229,7 +229,7 @@ SUBSYSTEM_DEF(ticker)
can_continue = can_continue && SSjob.divide_occupations() //Distribute jobs
CHECK_TICK
if(!GLOB.Debug2)
if(!GLOB.debugging_enabled)
if(!can_continue)
log_game("Game failed pre_setup")
to_chat(world, "<B>Error setting up game.</B> Reverting to pre-game lobby.")