diff --git a/src/ai/ai_core.cpp b/src/ai/ai_core.cpp --- a/src/ai/ai_core.cpp +++ b/src/ai/ai_core.cpp @@ -207,7 +207,7 @@ for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { if (_settings_game.ai_config[c] != nullptr && _settings_game.ai_config[c]->HasScript()) { if (!_settings_game.ai_config[c]->ResetInfo(true)) { - DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName()); + Debug(script, 0, "After a reload, the AI by the name '{}' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName()); _settings_game.ai_config[c]->Change(nullptr); if (Company::IsValidAiID(c)) { /* The code belonging to an already running AI was deleted. We can only do @@ -224,7 +224,7 @@ } if (_settings_newgame.ai_config[c] != nullptr && _settings_newgame.ai_config[c]->HasScript()) { if (!_settings_newgame.ai_config[c]->ResetInfo(false)) { - DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName()); + Debug(script, 0, "After a reload, the AI by the name '{}' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName()); _settings_newgame.ai_config[c]->Change(nullptr); } }