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https://github.com/DarkflameUniverse/DarkflameServer.git
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undo debug changes
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0c4108e730
commit
387c37505c
@ -53,8 +53,8 @@ void Logger::vLog(const char* format, va_list args) {
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struct tm* time = localtime(&t);
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char timeStr[70];
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strftime(timeStr, sizeof(timeStr), "[%d-%m-%y %H:%M:%S ", time);
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char message[131072];
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vsnprintf(message, 131072, format, args);
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char message[2048];
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vsnprintf(message, 2048, format, args);
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for (const auto& writer : m_Writers) {
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writer->Log(timeStr, message);
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}
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@ -239,7 +239,7 @@ void Character::SaveXMLToDatabase() {
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auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
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// lzid garbage, binary concat of zoneID, zoneInstance and zoneClone
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// if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
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if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
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uint64_t lzidConcat = zoneInfo.GetCloneID();
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lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID());
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lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID());
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@ -251,7 +251,7 @@ void Character::SaveXMLToDatabase() {
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// Set the target scene, custom attribute
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character->SetAttribute("tscene", m_TargetScene.c_str());
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// }
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}
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auto emotes = character->FirstChildElement("ue");
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if (!emotes) emotes = m_Doc.NewElement("ue");
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@ -187,7 +187,7 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
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auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
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// if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
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if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
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character->SetAttribute("lzx", m_Position.x);
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character->SetAttribute("lzy", m_Position.y);
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character->SetAttribute("lzz", m_Position.z);
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@ -195,7 +195,7 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
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character->SetAttribute("lzry", m_Rotation.y);
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character->SetAttribute("lzrz", m_Rotation.z);
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character->SetAttribute("lzrw", m_Rotation.w);
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// }
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}
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}
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void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
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