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@@ -1740,7 +1740,7 @@ void Game::processQueues()
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void Game::updateDebugState()
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{
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- bool has_basic_debug = client->checkPrivilege("basic_debug");
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+ const bool has_basic_debug = true;
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bool has_debug = client->checkPrivilege("debug");
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if (m_game_ui->m_flags.show_basic_debug) {
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@@ -2211,7 +2211,7 @@ void Game::toggleCinematic()
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void Game::toggleBlockBounds()
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{
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- if (client->checkPrivilege("basic_debug")) {
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+ if (true /* basic_debug */) {
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enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
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switch (newmode) {
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case Hud::BLOCK_BOUNDS_OFF:
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@@ -2307,26 +2307,24 @@ void Game::toggleDebug()
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// The debug text can be in 2 modes: minimal and basic.
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// * Minimal: Only technical client info that not gameplay-relevant
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// * Basic: Info that might give gameplay advantage, e.g. pos, angle
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- // Basic mode is used when player has "basic_debug" priv,
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- // otherwise the Minimal mode is used.
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+ // Basic mode is always used.
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+
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+ const bool has_basic_debug = true;
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if (!m_game_ui->m_flags.show_minimal_debug) {
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m_game_ui->m_flags.show_minimal_debug = true;
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- if (client->checkPrivilege("basic_debug")) {
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+ if (has_basic_debug)
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m_game_ui->m_flags.show_basic_debug = true;
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- }
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m_game_ui->m_flags.show_profiler_graph = false;
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draw_control->show_wireframe = false;
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m_game_ui->showTranslatedStatusText("Debug info shown");
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} else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
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- if (client->checkPrivilege("basic_debug")) {
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+ if (has_basic_debug)
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m_game_ui->m_flags.show_basic_debug = true;
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- }
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m_game_ui->m_flags.show_profiler_graph = true;
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m_game_ui->showTranslatedStatusText("Profiler graph shown");
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} else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
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- if (client->checkPrivilege("basic_debug")) {
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+ if (has_basic_debug)
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m_game_ui->m_flags.show_basic_debug = true;
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- }
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m_game_ui->m_flags.show_profiler_graph = false;
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draw_control->show_wireframe = true;
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m_game_ui->showTranslatedStatusText("Wireframe shown");
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