From fc33a8c8511d2412c63b85539a0c9e1d0d8a2b28 Mon Sep 17 00:00:00 2001 From: Peter Ledbrook Date: Fri, 9 Aug 2019 14:59:18 +0100 Subject: [PATCH] Remove debug logging --- .../Classes/SeqAct_SpawnDelayedEvacZone.uc | 12 ---- .../Classes/UIScreenListener_TacticalHUD.uc | 8 --- .../Classes/UIStrategyMapItem_Mission_LW.uc | 4 -- .../Classes/X2Ability_PlaceDelayedEvacZone.uc | 8 --- ...nloadableContentInfo_LongWarOfTheChosen.uc | 1 - .../Classes/X2EventListener_StrategyMap.uc | 4 -- .../Classes/X2LWAbilitiesModTemplate.uc | 4 -- .../X2MissionNarrative_LWNarrativeSet.uc | 7 +- .../LW_Overhaul/Classes/X2MissionSet_LW.uc | 6 -- .../X2StrategyElement_LWMissionSources.uc | 6 -- .../Classes/XComGameState_LWEvacSpawner.uc | 72 ------------------- .../Classes/XComGameState_LWPodManager.uc | 4 -- .../Classes/X2Effect_RedFog_LW.uc | 3 - 13 files changed, 1 insertion(+), 138 deletions(-) diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/SeqAct_SpawnDelayedEvacZone.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/SeqAct_SpawnDelayedEvacZone.uc index 8546bfdcd..6e99ecd7b 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/SeqAct_SpawnDelayedEvacZone.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/SeqAct_SpawnDelayedEvacZone.uc @@ -30,10 +30,6 @@ event Activated() function ModifyKismetGameState(out XComGameState GameState) { - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: SeqAct_SpawnDelayedEvacZone - start ModifyKismetGameState"); - // END - class'XComGameState_LWEvacSpawner'.static.InitiateEvacZoneDeployment(TurnsRemaining, ActualSpawnLocation, GameState, SkipCreationNarrative); } @@ -55,10 +51,6 @@ private function Vector GetSpawnLocation() local float SpawnDot; local TTile Tile; - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: SeqAct_SpawnDelayedEvacZone - start GetSpawnLocation"); - // END - if(MinimumTilesFromLocation < 0 && MaximumTilesFromLocation < 0) { // simple case, this isn't a ranged check and we just want to use the exact location @@ -131,10 +123,6 @@ private function Vector GetSpawnLocation() } } - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: SeqAct_SpawnDelayedEvacZone - end GetSpawnLocation"); - // END - // random pick return SpawnsInRange[`SYNC_RAND(SpawnsInRange.Length)].Location; } diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/UIScreenListener_TacticalHUD.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/UIScreenListener_TacticalHUD.uc index f992406c2..8043d02f7 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/UIScreenListener_TacticalHUD.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/UIScreenListener_TacticalHUD.uc @@ -165,10 +165,6 @@ function EventListenerReturn OnTileDataChanged(Object EventData, Object EventSou { NewGameState = class'XComGameStateContext_ChangeContainer'.static.CreateChangeState("Invalidating Delayed Evac Zone"); - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: UIScreenListener_TacticalHUD - pre cooldown update"); - // END - // update the cooldown on the player NewPlayerState = class'Utilities_LW'.static.FindPlayer(eTeam_XCom); if (NewPlayerState.GetCooldown('PlaceDelayedEvacZone') > 0) @@ -178,10 +174,6 @@ function EventListenerReturn OnTileDataChanged(Object EventData, Object EventSou NewGameState.AddStateObject(NewPlayerState); } - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: UIScreenListener_TacticalHUD - post cooldown update"); - // END - // update the evac zone EvacState = XComGameState_LWEvacSpawner(NewGameState.CreateStateObject(class'XComGameState_LWEvacSpawner', EvacState.ObjectID)); EvacState.ResetCountdown(); diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/UIStrategyMapItem_Mission_LW.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/UIStrategyMapItem_Mission_LW.uc index f93700e06..ceff8bffe 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/UIStrategyMapItem_Mission_LW.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/UIStrategyMapItem_Mission_LW.uc @@ -204,10 +204,6 @@ function OpenInfiltrationMissionScreen() { local UIMission_LWLaunchDelayedMission MissionScreen; local XComHQPresentationLayer HQPres; - - // WOTC DEBUGGING - `LWTrace(">> Launching delayed mission UI"); - // END HQPres = `HQPRES; MissionScreen = HQPres.Spawn(class'UIMission_LWLaunchDelayedMission', HQPres); diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2Ability_PlaceDelayedEvacZone.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2Ability_PlaceDelayedEvacZone.uc index 5b3c646b7..1fc74509f 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2Ability_PlaceDelayedEvacZone.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2Ability_PlaceDelayedEvacZone.uc @@ -155,10 +155,6 @@ simulated function XComGameState PlaceDelayedEvacZone_BuildGameState(XComGameSta History = `XCOMHISTORY; - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: X2Ability_PlaceDelayedEvacZone - start building game state"); - // END - NewGameState = History.CreateNewGameState(true, Context); AbilityContext = XComGameStateContext_Ability(NewGameState.GetContext()); @@ -174,9 +170,5 @@ simulated function XComGameState PlaceDelayedEvacZone_BuildGameState(XComGameSta Delay = GetEvacDelay(); class'XComGameState_LWEvacSpawner'.static.InitiateEvacZoneDeployment(Delay, SpawnLocation, NewGameState); - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: X2Ability_PlaceDelayedEvacZone - finish building game state"); - // END - return NewGameState; } diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2DownloadableContentInfo_LongWarOfTheChosen.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2DownloadableContentInfo_LongWarOfTheChosen.uc index 5c100395b..f12ad510f 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2DownloadableContentInfo_LongWarOfTheChosen.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2DownloadableContentInfo_LongWarOfTheChosen.uc @@ -1041,7 +1041,6 @@ static function AddObjectivesToParcels() local XComParcelManager ParcelMgr; local PlotDefinition PlotDef; local int i, j, k; - local string Tag; // WOTC DEBUGGING // Go over the plot list and add new objectives to certain plots. ParcelMgr = `PARCELMGR; diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2EventListener_StrategyMap.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2EventListener_StrategyMap.uc index 4042ab36a..2ea18d535 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2EventListener_StrategyMap.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2EventListener_StrategyMap.uc @@ -410,10 +410,6 @@ static function EventListenerReturn OnBlackMarketGoodsReset(Object EventData, Ob History = `XCOMHISTORY; bStartState = (NewGameState.GetContext().IsStartState()); - // WOTC DEBUGGING: - `LWTrace(" >> Processing Black Market goods"); - // END - StratMgr = class'X2StrategyElementTemplateManager'.static.GetStrategyElementTemplateManager(); BlackMarket.ForSaleItems.Length = 0; diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2LWAbilitiesModTemplate.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2LWAbilitiesModTemplate.uc index 1eb2e0fb6..0b075b4f5 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2LWAbilitiesModTemplate.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2LWAbilitiesModTemplate.uc @@ -40,10 +40,6 @@ static function bool OverrideFinalHitChance(X2AbilityToHitCalc AbilityToHitCalc, local ToHitAdjustments Adjustments; local ShotModifierInfo ModInfo; - // LWOTC DEBUGGING - `Log(" >>> OverrideFinalHitChance event fired"); - // END - StandardAim = X2AbilityToHitCalc_StandardAim(AbilityToHitCalc); if (StandardAim == none) { diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2MissionNarrative_LWNarrativeSet.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2MissionNarrative_LWNarrativeSet.uc index 056907a9d..c79758d6b 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2MissionNarrative_LWNarrativeSet.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2MissionNarrative_LWNarrativeSet.uc @@ -11,9 +11,7 @@ class X2MissionNarrative_LWNarrativeSet extends X2MissionNarrative; static function array CreateTemplates() { local array Templates; - // WOTC DEBUGGING: - `Log(">>> Creating mission narrative templates..."); - // END + //recreation of base-game mission narratives for LW-specific variations Templates.AddItem(AddDefaultRecoverMissionNarrativeTemplate_LW()); Templates.AddItem(AddDefaultRecover_ADVMissionNarrativeTemplate_LW()); @@ -55,9 +53,6 @@ static function array CreateTemplates() Templates.AddItem(AddDefaultSupplyConvoyMissionNarrativeTemplate()); Templates.AddItem(AddDefaultRecruitRaidMissionNarrativeTemplate()); Templates.AddItem(AddDefaultSmashNGrabMissionNarrativeTemplate()); - // WOTC DEBUGGING: - `Log(">>> Done"); - // END return Templates; } diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2MissionSet_LW.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2MissionSet_LW.uc index 075c44a67..167193b6a 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2MissionSet_LW.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2MissionSet_LW.uc @@ -5,9 +5,6 @@ class X2MissionSet_LW extends X2MissionSet; static function array CreateTemplates() { local array Templates; - // WOTC DEBUGGING: - `Log(">>> Creating mission templates..."); - // END // Add LW variants of missions for re-definition without obliterating Mission.ini Templates.AddItem(AddMissionTemplate('RecoverItem_LW')); @@ -53,9 +50,6 @@ static function array CreateTemplates() Templates.AddItem(AddMissionTemplate('IntelRaid_LW')); Templates.AddItem(AddMissionTemplate('SupplyConvoy_LW')); Templates.AddItem(AddMissionTemplate('RecruitRaid_LW')); - // WOTC DEBUGGING: - `Log(">>> Done"); - // END return Templates; } diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2StrategyElement_LWMissionSources.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2StrategyElement_LWMissionSources.uc index 8921ab5a5..3280123a6 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2StrategyElement_LWMissionSources.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/X2StrategyElement_LWMissionSources.uc @@ -38,14 +38,8 @@ var public localized String m_strFacilityDestroyed; static function array CreateTemplates() { local array MissionSources; - // WOTC DEBUGGING: - `Log(">>> Creating mission source templates..."); - // END MissionSources.AddItem(CreateGenericMissionSourceTemplate()); - // WOTC DEBUGGING: - `Log(">>> Done"); - // END return MissionSources; } diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/XComGameState_LWEvacSpawner.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/XComGameState_LWEvacSpawner.uc index e310d0bdc..2ac6ea682 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/XComGameState_LWEvacSpawner.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/XComGameState_LWEvacSpawner.uc @@ -33,10 +33,6 @@ function EventListenerReturn OnEvacSpawnerCreated(Object EventData, Object Event { local XComGameState NewGameState; local XComGameState_LWEvacSpawner NewSpawnerState; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - start OnEvacSpawnerCreated"); - // END // Set up visualization to drop the flare. NewGameState = class'XComGameStateContext_ChangeContainer'.static.CreateChangeState(string(GetFuncName())); @@ -52,10 +48,6 @@ function EventListenerReturn OnEvacSpawnerCreated(Object EventData, Object Event NewSpawnerState.SpawnEvacZone(); } - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - end OnEvacSpawnerCreated"); - // END - return ELR_NoInterrupt; } @@ -68,10 +60,6 @@ function BuildVisualizationForSpawnerCreation(XComGameState VisualizeGameState) local X2Action_PlayEffect EvacSpawnerEffectAction; local X2Action_PlayNarrative NarrativeAction; - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - start BuildVisualizationForSpawnerCreation"); - // END - History = `XCOMHISTORY; EvacSpawnerState = XComGameState_LWEvacSpawner(History.GetGameStateForObjectID(ObjectID)); @@ -93,10 +81,6 @@ function BuildVisualizationForSpawnerCreation(XComGameState VisualizeGameState) NarrativeAction.Moment = XComNarrativeMoment(DynamicLoadObject(EvacRequestedNarrativePathName, class'XComNarrativeMoment')); NarrativeAction.WaitForCompletion = false; } - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - end BuildVisualizationForSpawnerCreation"); - // END } // Countdown complete: time to spawn the evac zone. @@ -106,10 +90,6 @@ function SpawnEvacZone() local X2EventManager EventManager; local Object ThisObj; - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - start SpawnEvacZone"); - // END - EventManager = `XEVENTMGR; // Set up visualization of the new evac zone. @@ -125,10 +105,6 @@ function SpawnEvacZone() EventManager.TriggerEvent('SpawnEvacZoneComplete', ThisObj, ThisObj, NewGameState); `TACTICALRULES.SubmitGameState(NewGameState); - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - end SpawnEvacZone"); - // END } // Evac zone has spawned. We can now clean ourselves up as this state object is no longer needed. @@ -136,20 +112,12 @@ function EventListenerReturn OnSpawnEvacZoneComplete(Object EventData, Object Ev { local XComGameState NewGameState; local XComGameState_LWEvacSpawner NewSpawnerState; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - start OnSpawnEvacZoneComplete"); - // END NewGameState = class'XComGameStateContext_ChangeContainer'.static.CreateChangeState("Spawn Evac Zone Complete"); NewSpawnerState = XComGameState_LWEvacSpawner(NewGameState.CreateStateObject(class'XComGameState_LWEvacSpawner', ObjectID)); NewSpawnerState.ResetCountdown(); NewGameState.AddStateObject(NewSpawnerState); `TACTICALRULES.SubmitGameState(NewGameState); - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - end OnSpawnEvacZoneComplete"); - // END return ELR_NoInterrupt; } @@ -158,10 +126,6 @@ function BuildVisualizationForFlareDestroyed(XComGameState VisualizeState) { local X2Action_PlayEffect EvacSpawnerEffectAction; local VisualizationActionMetadata BuildTrack; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - start BuildVisualizationForFlareDestroyed"); - // END EvacSpawnerEffectAction = X2Action_PlayEffect(class'X2Action_PlayEffect'.static.AddToVisualizationTree(BuildTrack, VisualizeState.GetContext(), false, BuildTrack.LastActionAdded)); EvacSpawnerEffectAction.EffectName = FlareEffectPathName; @@ -172,10 +136,6 @@ function BuildVisualizationForFlareDestroyed(XComGameState VisualizeState) BuildTrack.StateObject_OldState = self; BuildTrack.StateObject_NewState = self; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - end BuildVisualizationForFlareDestroyed"); - // END } // Visualize the evac spawn: turn off the flare we dropped as a countdown visualizer and visualize the evac zone dropping. @@ -188,10 +148,6 @@ function BuildVisualizationForEvacSpawn(XComGameState VisualizeState) local XComGameState_LWEvacSpawner EvacSpawnerState; local X2Action_PlayEffect EvacSpawnerEffectAction; local X2Action_PlayNarrative NarrativeAction; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - start BuildVisualizationForEvacSpawn"); - // END History = `XCOMHISTORY; @@ -224,10 +180,6 @@ function BuildVisualizationForEvacSpawn(XComGameState VisualizeState) NarrativeAction = X2Action_PlayNarrative(class'X2Action_PlayNarrative'.static.AddToVisualizationTree(BuildTrack, VisualizeState.GetContext(), false, BuildTrack.LastActionAdded)); NarrativeAction.Moment = XComNarrativeMoment(DynamicLoadObject(FirebrandArrivedNarrativePathName, class'XComNarrativeMoment')); NarrativeAction.WaitForCompletion = false; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - end BuildVisualizationForEvacSpawn"); - // END } function InitEvac(int Turns, vector Loc) @@ -249,10 +201,6 @@ static function InitiateEvacZoneDeployment( local XComGameState NewGameState; local X2EventManager EventManager; local Object EvacObj; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - start InitiateEvacZoneDeployment"); - // END EventManager = `XEVENTMGR; @@ -269,18 +217,10 @@ static function InitiateEvacZoneDeployment( if (NewEvacSpawnerState != none) { NewEvacSpawnerState = XComGameState_LWEvacSpawner(NewGameState.ModifyStateObject(class'XComGameState_LWEvacSpawner', NewEvacSpawnerState.ObjectID)); - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - Modifying existing evac spawner"); - // END } else { NewEvacSpawnerState = XComGameState_LWEvacSpawner(NewGameState.CreateNewStateObject(class'XComGameState_LWEvacSpawner')); - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - Creating new evac spawner"); - // END } // Clean up any existing evac zone. @@ -305,10 +245,6 @@ static function InitiateEvacZoneDeployment( { `TACTICALRULES.SubmitGameState(NewGameState); } - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - end InitiateEvacZoneDeployment"); - // END } // Nothing to do here. @@ -322,10 +258,6 @@ function SyncVisualizer(optional XComGameState GameState = none) function AppendAdditionalSyncActions(out VisualizationActionMetadata ActionMetadata) { local X2Action_PlayEffect PlayEffect; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - start AppendAdditionalSyncActions"); - // END PlayEffect = X2Action_PlayEffect(class'X2Action_PlayEffect'.static.AddToVisualizationTree(ActionMetadata, GetParentGameState().GetContext(), false, ActionMetadata.LastActionAdded)); @@ -334,10 +266,6 @@ function AppendAdditionalSyncActions(out VisualizationActionMetadata ActionMetad PlayEffect.EffectLocation = SpawnLocation; PlayEffect.CenterCameraOnEffectDuration = 0; PlayEffect.bStopEffect = false; - - // WOTC DEBUGGING: - `LWTrace("PlaceDelayedEvacZone debugging: XCGS_LWEvacSpawner - end AppendAdditionalSyncActions"); - // END } function int GetCountdown() diff --git a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/XComGameState_LWPodManager.uc b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/XComGameState_LWPodManager.uc index ef6822a5c..f6e1f1b76 100644 --- a/LongWarOfTheChosen/Src/LW_Overhaul/Classes/XComGameState_LWPodManager.uc +++ b/LongWarOfTheChosen/Src/LW_Overhaul/Classes/XComGameState_LWPodManager.uc @@ -181,10 +181,6 @@ function EventListenerReturn OnAlienTurnBegin(Object EventData, Object EventSour AlertLevel = `ALERT_LEVEL_YELLOW; } - // WOTC DEBUGGING: - `Log(">>> Starting alien turn at alert level " $ AlertLevel); - // END - // Don't activate pod mechanics until both we have an alert activation on a pod // and the squad isn't concealed. if (AlertLevel == `ALERT_LEVEL_GREEN || XComPlayer.bSquadIsConcealed) diff --git a/LongWarOfTheChosen/Src/LW_Toolbox_Integrated/Classes/X2Effect_RedFog_LW.uc b/LongWarOfTheChosen/Src/LW_Toolbox_Integrated/Classes/X2Effect_RedFog_LW.uc index 16616433e..8678681af 100644 --- a/LongWarOfTheChosen/Src/LW_Toolbox_Integrated/Classes/X2Effect_RedFog_LW.uc +++ b/LongWarOfTheChosen/Src/LW_Toolbox_Integrated/Classes/X2Effect_RedFog_LW.uc @@ -113,9 +113,6 @@ function bool IsEffectCurrentlyRelevant(XComGameState_Effect EffectState, XComGa local bool Relevant; Relevant = (ComputePctHPLost(TargetUnit) > 0.0f) && IsRedFogActive(TargetUnit); - // LWOTC DEBUGGING - `LOG("X2Effect_RedFog: Unit=" $ TargetUnit.GetFullName() $ ", Relevant=" $ Relevant $ ", PctLost=" $ ComputePctHPLost(TargetUnit),, 'LW_Toolbox'); - // END return Relevant; }