@@ -15,61 +15,60 @@ void game_debug_show_properties_object(pcstr prefix, building *b) {
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bool common_open = ImGui::TreeNodeEx (" Building" , ImGuiTreeNodeFlags_DefaultOpen, " Building" );
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ImGui::TableSetColumnIndex (1 );
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- int i = 0 ;
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if (common_open) {
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- game_debug_show_property (i, " Untype/Destroy" , [b] { building_destroy_by_collapse (b); });
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- game_debug_show_property (i, " id" , b->id , true );
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- game_debug_show_property (i, " state" , token::find_name (e_building_state_tokens, b->state ));
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- game_debug_show_property (i, " size" , b->size );
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- game_debug_show_property (i, " house_is_merged" , b->house_is_merged );
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- game_debug_show_property (i, " house_size" , b->house_size );
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- game_debug_show_property (i, " tile" , b->tile );
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+ game_debug_show_property (" Untype/Destroy" , [b] { building_destroy_by_collapse (b); });
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+ game_debug_show_property (" id" , b->id , true );
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+ game_debug_show_property (" state" , token::find_name (e_building_state_tokens, b->state ));
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+ game_debug_show_property (" size" , b->size );
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+ game_debug_show_property (" house_is_merged" , b->house_is_merged );
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+ game_debug_show_property (" house_size" , b->house_size );
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+ game_debug_show_property (" tile" , b->tile );
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bstring256 type_name; type_name.printf (" %s [%d]" , token::find_name (e_building_type_tokens, b->type ), b->type );
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- game_debug_show_property (i, " type" , type_name);
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- game_debug_show_property (i, " road_network_id" , b->road_network_id );
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- game_debug_show_property (i, " houses_covered" , b->houses_covered );
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- game_debug_show_property (i, " percentage_houses_covered" , b->percentage_houses_covered );
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- game_debug_show_property (i, " house_population" , b->house_population );
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- game_debug_show_property (i, " house_population_room" , b->house_population_room );
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- game_debug_show_property (i, " distance_from_entry" , b->distance_from_entry );
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- game_debug_show_property (i, " house_highest_population" , b->house_highest_population );
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- game_debug_show_property (i, " house_unreachable_ticks" , b->house_unreachable_ticks );
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- game_debug_show_property (i, " road_access" , b->road_access );
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- game_debug_show_property (i, " figure_spawn_delay" , b->figure_spawn_delay );
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- game_debug_show_property (i, " figure_roam_direction" , b->figure_roam_direction );
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- game_debug_show_property (i, " has_water_access" , b->has_water_access );
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- game_debug_show_property (i, " has_open_water_access" , b->has_open_water_access );
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- game_debug_show_property (i, " prev_part_building_id" , b->prev_part_building_id );
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- game_debug_show_property (i, " next_part_building_id" , b->next_part_building_id );
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- game_debug_show_property (i, " stored_full_amount" , b->stored_full_amount );
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- game_debug_show_property (i, " num_workers" , b->num_workers );
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- game_debug_show_property (i, " fancy_state" , b->fancy_state );
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- game_debug_show_property (i, " labor_category" , b->labor_category );
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- game_debug_show_property (i, " output_resource_first_id" , b->output_resource_first_id );
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- game_debug_show_property (i, " output_resource_second_id" , b->output_resource_second_id );
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- game_debug_show_property (i, " output_resource_second_rate" , b->output_resource_second_rate );
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- game_debug_show_property (i, " has_road_access" , b->has_road_access );
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- game_debug_show_property (i, " house_criminal_active" , b->house_criminal_active );
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- game_debug_show_property (i, " disease_days" , b->disease_days );
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- game_debug_show_property (i, " common_health" , b->common_health );
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- game_debug_show_property (i, " malaria_risk" , b->malaria_risk );
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- game_debug_show_property (i, " damage_risk" , b->damage_risk );
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- game_debug_show_property (i, " fire_risk" , b->fire_risk );
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- game_debug_show_property (i, " fire_duration" , b->fire_duration );
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- game_debug_show_property (i, " health_proof" , b->health_proof );
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- game_debug_show_property (i, " fire_proof" , b->fire_proof );
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- game_debug_show_property (i, " damage_proof" , b->damage_proof );
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- game_debug_show_property (i, " house_tax_coverage" , b->house_tax_coverage );
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- game_debug_show_property (i, " tax_collector_id" , b->tax_collector_id );
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- game_debug_show_property (i, " formation_id" , b->formation_id );
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- game_debug_show_property (i, " tax_income_or_storage" , b->tax_income_or_storage );
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- game_debug_show_property (i, " house_days_without_food" , b->house_days_without_food );
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- game_debug_show_property (i, " has_plague" , b->has_plague );
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- game_debug_show_property (i, " desirability" , b->desirability );
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- game_debug_show_property (i, " is_adjacent_to_water" , b->is_adjacent_to_water );
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- game_debug_show_property (i, " storage_id" , b->storage_id );
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- game_debug_show_property (i, " show_on_problem_overlay" , b->show_on_problem_overlay );
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- game_debug_show_property (i, " deben_storage" , b->deben_storage );
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+ game_debug_show_property (" type" , type_name);
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+ game_debug_show_property (" road_network_id" , b->road_network_id );
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+ game_debug_show_property (" houses_covered" , b->houses_covered );
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+ game_debug_show_property (" percentage_houses_covered" , b->percentage_houses_covered );
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+ game_debug_show_property (" house_population" , b->house_population );
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+ game_debug_show_property (" house_population_room" , b->house_population_room );
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+ game_debug_show_property (" distance_from_entry" , b->distance_from_entry );
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+ game_debug_show_property (" house_highest_population" , b->house_highest_population );
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+ game_debug_show_property (" house_unreachable_ticks" , b->house_unreachable_ticks );
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+ game_debug_show_property (" road_access" , b->road_access );
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+ game_debug_show_property (" figure_spawn_delay" , b->figure_spawn_delay );
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+ game_debug_show_property (" figure_roam_direction" , b->figure_roam_direction );
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+ game_debug_show_property (" has_water_access" , b->has_water_access );
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+ game_debug_show_property (" has_open_water_access" , b->has_open_water_access );
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+ game_debug_show_property (" prev_part_building_id" , b->prev_part_building_id );
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+ game_debug_show_property (" next_part_building_id" , b->next_part_building_id );
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+ game_debug_show_property (" stored_full_amount" , b->stored_full_amount );
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+ game_debug_show_property (" num_workers" , b->num_workers );
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+ game_debug_show_property (" fancy_state" , b->fancy_state );
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+ game_debug_show_property (" labor_category" , b->labor_category );
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+ game_debug_show_property (" output_resource_first_id" , b->output_resource_first_id );
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+ game_debug_show_property (" output_resource_second_id" , b->output_resource_second_id );
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+ game_debug_show_property (" output_resource_second_rate" , b->output_resource_second_rate );
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+ game_debug_show_property (" has_road_access" , b->has_road_access );
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+ game_debug_show_property (" house_criminal_active" , b->house_criminal_active );
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+ game_debug_show_property (" disease_days" , b->disease_days );
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+ game_debug_show_property (" common_health" , b->common_health );
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+ game_debug_show_property (" malaria_risk" , b->malaria_risk );
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+ game_debug_show_property (" damage_risk" , b->damage_risk );
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+ game_debug_show_property (" fire_risk" , b->fire_risk );
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+ game_debug_show_property (" fire_duration" , b->fire_duration );
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+ game_debug_show_property (" health_proof" , b->health_proof );
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+ game_debug_show_property (" fire_proof" , b->fire_proof );
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+ game_debug_show_property (" damage_proof" , b->damage_proof );
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+ game_debug_show_property (" house_tax_coverage" , b->house_tax_coverage );
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+ game_debug_show_property (" tax_collector_id" , b->tax_collector_id );
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+ game_debug_show_property (" formation_id" , b->formation_id );
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+ game_debug_show_property (" tax_income_or_storage" , b->tax_income_or_storage );
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+ game_debug_show_property (" house_days_without_food" , b->house_days_without_food );
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+ game_debug_show_property (" has_plague" , b->has_plague );
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+ game_debug_show_property (" desirability" , b->desirability );
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+ game_debug_show_property (" is_adjacent_to_water" , b->is_adjacent_to_water );
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+ game_debug_show_property (" storage_id" , b->storage_id );
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+ game_debug_show_property (" show_on_problem_overlay" , b->show_on_problem_overlay );
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+ game_debug_show_property (" deben_storage" , b->deben_storage );
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ImGui::TreePop ();
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}
@@ -84,18 +83,18 @@ void game_debug_show_properties_object(pcstr prefix, building *b) {
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ImGui::TableSetColumnIndex (1 );
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if (anim_open) {
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- game_debug_show_property (i, " id" , b->anim .id , true );
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- game_debug_show_property (i, " base" , b->anim .base );
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- game_debug_show_property (i, " offset" , b->anim .offset );
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- game_debug_show_property (i, " hashtime" , b->anim .hashtime );
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- game_debug_show_property (i, " pos" , b->anim .pos );
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- game_debug_show_property (i, " frame_duration" , b->anim .frame_duration );
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- game_debug_show_property (i, " max_frames" , b->anim .max_frames );
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- game_debug_show_property (i, " frame" , b->anim .frame );
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- game_debug_show_property (i, " can_reverse" , b->anim .can_reverse );
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- game_debug_show_property (i, " loop" , b->anim .loop );
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- game_debug_show_property (i, " is_reverse" , b->anim .is_reverse );
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- game_debug_show_property (i, " was_finished" , b->anim .was_finished );
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+ game_debug_show_property (" id" , b->anim .id , true );
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+ game_debug_show_property (" base" , b->anim .base );
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+ game_debug_show_property (" offset" , b->anim .offset );
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+ game_debug_show_property (" hashtime" , b->anim .hashtime );
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+ game_debug_show_property (" pos" , b->anim .pos );
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+ game_debug_show_property (" frame_duration" , b->anim .frame_duration );
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+ game_debug_show_property (" max_frames" , b->anim .max_frames );
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+ game_debug_show_property (" frame" , b->anim .frame );
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+ game_debug_show_property (" can_reverse" , b->anim .can_reverse );
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+ game_debug_show_property (" loop" , b->anim .loop );
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+ game_debug_show_property (" is_reverse" , b->anim .is_reverse );
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+ game_debug_show_property (" was_finished" , b->anim .was_finished );
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ImGui::TreePop ();
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}
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