@@ -26,7 +26,7 @@ void game_debug_show_properties_object(pcstr prefix, building *b) {
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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 (" 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("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);
@@ -59,7 +59,7 @@ void game_debug_show_properties_object(pcstr prefix, building *b) {
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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("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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