++j;
++m;
});
- if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j);
+ if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)", j);
navigation_markroutes_inverted(e2);
j = 0;
it.effects |= EF_NODEPTHTEST | EF_RED;
++j;
});
- if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", j);
- if (m) LOG_INFOF("%d waypoints have been marked total\n", m);
+ if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)", j);
+ if (m) LOG_INFOF("%d waypoints have been marked total", m);
j = 0;
IL_EACH(g_spawnpoints, true,
++j;
}
});
- if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
+ if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)", j);
j = 0;
IL_EACH(g_items, true,
it.colormod_x = 8;
++j;
});
- if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j);
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)", j);
j = 0;
IL_EACH(g_items, true,
it.colormod_z = 8;
++j;
});
- if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", j);
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)", j);
}