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/**
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* @file debug.cpp
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*
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* Implementation of debug functions.
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*/
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#include "cursor.h"
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#include "engine/cel_sprite.hpp"
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#include "engine/load_cel.hpp"
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#include "engine/point.hpp"
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#include "inv.h"
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#include "spells.h"
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#include "utils/language.h"
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namespace devilution {
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#ifdef _DEBUG
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#define DebugSeeds 4096
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int seed_index;
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int level_seeds[NUMLEVELS + 1];
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int seed_table[DebugSeeds];
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std::optional<CelSprite> pSquareCel;
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char dMonsDbg[NUMLEVELS][MAXDUNX][MAXDUNY];
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char dFlagDbg[NUMLEVELS][MAXDUNX][MAXDUNY];
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void LoadDebugGFX()
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{
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if (visiondebug)
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pSquareCel = LoadCel("Data\\Square.CEL", 64);
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}
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void FreeDebugGFX()
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{
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pSquareCel = std::nullopt;
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}
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void CheckDungeonClear()
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{
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for (int j = 0; j < MAXDUNY; j++) {
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for (int i = 0; i < MAXDUNX; i++) {
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if (dMonster[i][j] != 0)
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app_fatal("Monsters not cleared");
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if (dPlayer[i][j] != 0)
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app_fatal("Players not cleared");
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dMonsDbg[currlevel][i][j] = dFlags[i][j] & BFLAG_VISIBLE;
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dFlagDbg[currlevel][i][j] = dFlags[i][j] & BFLAG_POPULATED;
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}
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}
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}
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void GiveGoldCheat()
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{
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auto &myPlayer = Players[MyPlayerId];
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for (int8_t &itemId : myPlayer.InvGrid) {
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if (itemId != 0)
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continue;
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int ni = myPlayer._pNumInv++;
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SetPlrHandItem(&myPlayer.InvList[ni], IDI_GOLD);
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GetPlrHandSeed(&myPlayer.InvList[ni]);
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myPlayer.InvList[ni]._ivalue = GOLD_MAX_LIMIT;
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myPlayer.InvList[ni]._iCurs = ICURS_GOLD_LARGE;
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myPlayer._pGold += GOLD_MAX_LIMIT;
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itemId = myPlayer._pNumInv;
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}
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}
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void TakeGoldCheat()
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{
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auto &myPlayer = Players[MyPlayerId];
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for (auto itemId : myPlayer.InvGrid) {
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itemId -= 1;
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if (itemId < 0)
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continue;
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if (myPlayer.InvList[itemId]._itype != ITYPE_GOLD)
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continue;
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myPlayer.RemoveInvItem(itemId);
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}
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myPlayer._pGold = 0;
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}
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void MaxSpellsCheat()
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{
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auto &myPlayer = Players[MyPlayerId];
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for (int i = SPL_FIREBOLT; i < MAX_SPELLS; i++) {
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if (GetSpellBookLevel((spell_id)i) != -1) {
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myPlayer._pMemSpells |= GetSpellBitmask(i);
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myPlayer._pSplLvl[i] = 10;
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}
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}
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}
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void SetSpellLevelCheat(spell_id spl, int spllvl)
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{
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auto &myPlayer = Players[MyPlayerId];
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myPlayer._pMemSpells |= GetSpellBitmask(spl);
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myPlayer._pSplLvl[spl] = spllvl;
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}
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void SetAllSpellsCheat()
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{
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SetSpellLevelCheat(SPL_FIREBOLT, 8);
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SetSpellLevelCheat(SPL_CBOLT, 11);
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SetSpellLevelCheat(SPL_HBOLT, 10);
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SetSpellLevelCheat(SPL_HEAL, 7);
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SetSpellLevelCheat(SPL_HEALOTHER, 5);
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SetSpellLevelCheat(SPL_LIGHTNING, 9);
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SetSpellLevelCheat(SPL_FIREWALL, 5);
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SetSpellLevelCheat(SPL_TELEKINESIS, 3);
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SetSpellLevelCheat(SPL_TOWN, 3);
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SetSpellLevelCheat(SPL_FLASH, 3);
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SetSpellLevelCheat(SPL_RNDTELEPORT, 2);
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SetSpellLevelCheat(SPL_MANASHIELD, 2);
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SetSpellLevelCheat(SPL_WAVE, 4);
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SetSpellLevelCheat(SPL_FIREBALL, 3);
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SetSpellLevelCheat(SPL_STONE, 1);
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SetSpellLevelCheat(SPL_CHAIN, 1);
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SetSpellLevelCheat(SPL_GUARDIAN, 4);
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SetSpellLevelCheat(SPL_ELEMENT, 3);
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SetSpellLevelCheat(SPL_NOVA, 1);
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SetSpellLevelCheat(SPL_GOLEM, 2);
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SetSpellLevelCheat(SPL_FLARE, 1);
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SetSpellLevelCheat(SPL_BONESPIRIT, 1);
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}
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int DebugPlayerId;
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void PrintDebugPlayer(bool bNextPlayer)
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{
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char dstr[128];
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if (bNextPlayer)
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DebugPlayerId = ((BYTE)DebugPlayerId + 1) & 3;
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auto &player = Players[DebugPlayerId];
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sprintf(dstr, "Plr %i : Active = %i", DebugPlayerId, player.plractive ? 1 : 0);
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NetSendCmdString(1 << MyPlayerId, dstr);
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if (player.plractive) {
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sprintf(dstr, " Plr %i is %s", DebugPlayerId, player._pName);
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NetSendCmdString(1 << MyPlayerId, dstr);
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sprintf(dstr, " Lvl = %i : Change = %i", player.plrlevel, player._pLvlChanging ? 1 : 0);
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NetSendCmdString(1 << MyPlayerId, dstr);
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const Point target = player.GetTargetPosition();
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sprintf(dstr, " x = %i, y = %i : tx = %i, ty = %i", player.position.tile.x, player.position.tile.y, target.x, target.y);
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NetSendCmdString(1 << MyPlayerId, dstr);
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sprintf(dstr, " mode = %i : daction = %i : walk[0] = %i", player._pmode, player.destAction, player.walkpath[0]);
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NetSendCmdString(1 << MyPlayerId, dstr);
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sprintf(dstr, " inv = %i : hp = %i", player._pInvincible ? 1 : 0, player._pHitPoints);
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NetSendCmdString(1 << MyPlayerId, dstr);
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}
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}
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int DebugQuestId;
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void PrintDebugQuest()
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{
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char dstr[128];
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sprintf(dstr, "Quest %i : Active = %i, Var1 = %i", DebugQuestId, quests[DebugQuestId]._qactive, quests[DebugQuestId]._qvar1);
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NetSendCmdString(1 << MyPlayerId, dstr);
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DebugQuestId++;
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if (DebugQuestId == MAXQUESTS)
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DebugQuestId = 0;
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}
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void PrintDebugMonster(int m)
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{
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bool bActive;
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int i;
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char dstr[128];
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sprintf(dstr, "Monster %i = %s", m, _(Monsters[m].mName));
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NetSendCmdString(1 << MyPlayerId, dstr);
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sprintf(dstr, "X = %i, Y = %i", Monsters[m].position.tile.x, Monsters[m].position.tile.y);
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NetSendCmdString(1 << MyPlayerId, dstr);
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sprintf(dstr, "Enemy = %i, HP = %i", Monsters[m]._menemy, Monsters[m]._mhitpoints);
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NetSendCmdString(1 << MyPlayerId, dstr);
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sprintf(dstr, "Mode = %i, Var1 = %i", Monsters[m]._mmode, Monsters[m]._mVar1);
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NetSendCmdString(1 << MyPlayerId, dstr);
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bActive = false;
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for (i = 0; i < ActiveMonsterCount; i++) {
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if (ActiveMonsters[i] == m)
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bActive = true;
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}
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sprintf(dstr, "Active List = %i, Squelch = %i", bActive ? 1 : 0, Monsters[m]._msquelch);
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NetSendCmdString(1 << MyPlayerId, dstr);
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}
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int DebugMonsterId;
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void GetDebugMonster()
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{
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int mi1 = pcursmonst;
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if (mi1 == -1) {
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int mi2 = dMonster[cursmx][cursmy];
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if (mi2 != 0) {
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mi1 = mi2 - 1;
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if (mi2 <= 0)
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mi1 = -(mi2 + 1);
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} else {
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mi1 = DebugMonsterId;
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}
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}
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PrintDebugMonster(mi1);
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}
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void NextDebugMonster()
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{
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char dstr[128];
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DebugMonsterId++;
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if (DebugMonsterId == MAXMONSTERS)
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DebugMonsterId = 0;
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sprintf(dstr, "Current debug monster = %i", DebugMonsterId);
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NetSendCmdString(1 << MyPlayerId, dstr);
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}
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#endif
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} // namespace devilution
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