[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

@ -310,7 +310,7 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",obj->guid);
//DEBUG_LOG("Spawning creature %u",obj->guid);
if (!pCreature->LoadFromDB(obj->guid, map))
{
delete pCreature;
@ -351,7 +351,7 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", obj->guid);
//DEBUG_LOG("Spawning gameobject %u", obj->guid);
if (!pGameobject->LoadFromDB(obj->guid, map))
{
delete pGameobject;
@ -714,7 +714,7 @@ void PoolManager::Initialize()
delete result;
}
sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
BASIC_LOG("Pool handling system initialized, %u pools spawned.", count);
}
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different