undo debug changes

This commit is contained in:
David Markowitz 2024-05-18 03:39:25 -07:00
parent 0c4108e730
commit 387c37505c
3 changed files with 6 additions and 6 deletions

View File

@ -53,8 +53,8 @@ void Logger::vLog(const char* format, va_list args) {
struct tm* time = localtime(&t);
char timeStr[70];
strftime(timeStr, sizeof(timeStr), "[%d-%m-%y %H:%M:%S ", time);
char message[131072];
vsnprintf(message, 131072, format, args);
char message[2048];
vsnprintf(message, 2048, format, args);
for (const auto& writer : m_Writers) {
writer->Log(timeStr, message);
}

View File

@ -239,7 +239,7 @@ void Character::SaveXMLToDatabase() {
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
// lzid garbage, binary concat of zoneID, zoneInstance and zoneClone
// if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
uint64_t lzidConcat = zoneInfo.GetCloneID();
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID());
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID());
@ -251,7 +251,7 @@ void Character::SaveXMLToDatabase() {
// Set the target scene, custom attribute
character->SetAttribute("tscene", m_TargetScene.c_str());
// }
}
auto emotes = character->FirstChildElement("ue");
if (!emotes) emotes = m_Doc.NewElement("ue");

View File

@ -187,7 +187,7 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
// if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
character->SetAttribute("lzx", m_Position.x);
character->SetAttribute("lzy", m_Position.y);
character->SetAttribute("lzz", m_Position.z);
@ -195,7 +195,7 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
character->SetAttribute("lzry", m_Rotation.y);
character->SetAttribute("lzrz", m_Rotation.z);
character->SetAttribute("lzrw", m_Rotation.w);
// }
}
}
void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {