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[9838] More log filters and macro uses.
* LogFilter_Weather * LogFilter_PeriodicAffects * LogFilter_PlayerMoves * LogFilter_SQLText * LogFilter_AIAndMovegens * LogFilter_PlayerStats
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parent
e83aa1ba9d
commit
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89 changed files with 996 additions and 997 deletions
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@ -310,7 +310,7 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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Creature* pCreature = new Creature;
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//sLog.outDebug("Spawning creature %u",obj->guid);
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//DEBUG_LOG("Spawning creature %u",obj->guid);
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if (!pCreature->LoadFromDB(obj->guid, map))
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{
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delete pCreature;
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@ -351,7 +351,7 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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GameObject* pGameobject = new GameObject;
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//sLog.outDebug("Spawning gameobject %u", obj->guid);
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//DEBUG_LOG("Spawning gameobject %u", obj->guid);
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if (!pGameobject->LoadFromDB(obj->guid, map))
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{
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delete pGameobject;
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@ -714,7 +714,7 @@ void PoolManager::Initialize()
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delete result;
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}
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sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
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BASIC_LOG("Pool handling system initialized, %u pools spawned.", count);
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}
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// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
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