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[9836] Make log output code more consistent for diff build modes.
* Make possible have debug output if build in release mode. * But preserver current optimization in avoid debug output args calculation if debug ouput disabled if done using DEBUG_LOG * Implement in same way BASIC_LOG, DETAIL_LOG. Recommended use its instead explicit access to sLog * Use variadic macros for DEBUG_LOG and other new defines. All supported VS/GCC have its support as C++ extension. * Add DEBUG_FILTER_LOG and semilar defines for filered log output and use its. * Also move recent added debug output for transport events under LOG_FILTER_TRANSPORT_MOVES
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12 changed files with 168 additions and 179 deletions
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@ -616,10 +616,7 @@ void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement)
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if(GetPlayer()->GetSession()->PlayerLoading())
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return;
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#ifdef MANGOS_DEBUG
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if((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES)==0)
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sLog.outDebug("AchievementMgr::SendAchievementEarned(%u)", achievement->ID);
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::SendAchievementEarned(%u)", achievement->ID);
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if(Guild* guild = sObjectMgr.GetGuildById(GetPlayer()->GetGuildId()))
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{
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