Cleanup of logging - removed a few duplicit functions from olden times, fixed a typo.
--HG-- branch : trunk
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@@ -43,7 +43,7 @@ void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
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if (go)
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go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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else
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debug_log("TSCR: InstanceData: HandleGameObject failed");
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sLog.outDebug("TSCR: InstanceData: HandleGameObject failed");
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}
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bool InstanceData::IsEncounterInProgress() const
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@@ -263,7 +263,7 @@ void InstanceData::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bo
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pGo->ResetDoorOrButton();
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}
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else
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error_log("SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
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sLog.outError("SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
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}
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}
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@@ -294,7 +294,7 @@ void InstanceData::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
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pPlayer->SendUpdateWorldState(uiStateId, uiStateData);
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}
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else
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debug_log("TSCR: DoUpdateWorldState attempt send data but no players in map.");
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sLog.outDebug("TSCR: DoUpdateWorldState attempt send data but no players in map.");
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}
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// Send Notify to all players in instance
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@@ -318,7 +318,7 @@ void InstanceData::DoCompleteAchievement(uint32 achievement)
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if (!pAE)
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{
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error_log("TSCR: DoCompleteAchievement called for not existing achievement %u", achievement);
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sLog.outError("TSCR: DoCompleteAchievement called for not existing achievement %u", achievement);
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return;
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}
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