Log through a GameLog autoload instead of print()
GameLog.debug() prints only in debug builds, and GameLog.warning() reports problems such as unexpected server data or failed downloads.
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@@ -35,10 +35,10 @@ func song_is_answered(song_no: int = currently_playing_song) -> void:
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# Nothing is playing yet (-1); a negative index would answer the last, unplayed song
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if song_no < 0 || song_no >= song_object_array.size():
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return
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print("show_answer_pressed song_object: ", song_object_array[song_no]._to_string())
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GameLog.debug("show_answer_pressed song_object: ", song_object_array[song_no]._to_string())
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song_object_array[song_no].is_answered = true
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if Settings.add_to_stats:
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print("add to stats: ", song_no)
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GameLog.debug("add to stats: ", song_no)
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MusicServerClient.mark_song_played(song_no)
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func add_to_playlist(new_song_object: SongObject) -> void:
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