[9838] More log filters and macro uses.

* LogFilter_Weather
* LogFilter_PeriodicAffects
* LogFilter_PlayerMoves
* LogFilter_SQLText
* LogFilter_AIAndMovegens
* LogFilter_PlayerStats
This commit is contained in:
VladimirMangos 2010-05-05 01:21:55 +04:00
parent e83aa1ba9d
commit 722135b326
89 changed files with 996 additions and 997 deletions

View file

@ -421,7 +421,7 @@ uint32 GameEventMgr::Initialize() // return the next e
{
m_ActiveEvents.clear();
uint32 delay = Update();
sLog.outBasic("Game Event system initialized." );
BASIC_LOG("Game Event system initialized." );
m_IsGameEventsInit = true;
return delay;
}
@ -435,13 +435,13 @@ uint32 GameEventMgr::Update() // return the next e
//sLog.outErrorDb("Checking event %u",itr);
if (CheckOneGameEvent(itr))
{
//sLog.outDebug("GameEvent %u is active",itr->first);
//DEBUG_LOG("GameEvent %u is active",itr->first);
if (!IsActiveEvent(itr))
StartEvent(itr);
}
else
{
//sLog.outDebug("GameEvent %u is not active",itr->first);
//DEBUG_LOG("GameEvent %u is not active",itr->first);
if (IsActiveEvent(itr))
StopEvent(itr);
else
@ -461,7 +461,7 @@ uint32 GameEventMgr::Update() // return the next e
if (calcDelay < nextEventDelay)
nextEventDelay = calcDelay;
}
sLog.outBasic("Next game event check in %u seconds.", nextEventDelay + 1);
BASIC_LOG("Next game event check in %u seconds.", nextEventDelay + 1);
return (nextEventDelay + 1) * IN_MILLISECONDS; // Add 1 second to be sure event has started/stopped at next call
}
@ -520,7 +520,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
if(!map->Instanceable() && map->IsLoaded(data->posX,data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",*itr);
//DEBUG_LOG("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(*itr, map))
{
delete pCreature;
@ -553,7 +553,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
if(!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", *itr);
//DEBUG_LOG("Spawning gameobject %u", *itr);
if (!pGameobject->LoadFromDB(*itr, map))
{
delete pGameobject;