Make logger automatically put a newline (#675)

at the end of the line
remove all the newlines in log calls
This commit is contained in:
Aaron Kimbrell
2022-07-24 21:26:51 -05:00
committed by GitHub
parent a7fb6eb3f3
commit e97ae92624
86 changed files with 1249 additions and 1252 deletions

View File

@@ -13,7 +13,7 @@ void dpWorld::Initialize(unsigned int zoneID) {
phys_sp_tilecount = std::atoi(Game::config->GetValue("phys_sp_tilecount").c_str());
phys_sp_tilesize = std::atoi(Game::config->GetValue("phys_sp_tilesize").c_str());
//If spatial partitioning is enabled, then we need to create the m_Grid.
//If spatial partitioning is enabled, then we need to create the m_Grid.
//if m_Grid exists, then the old method will be used.
//SP will NOT be used unless it is added to ShouldUseSP();
if (std::atoi(Game::config->GetValue("phys_spatial_partitioning").c_str()) == 1
@@ -21,11 +21,11 @@ void dpWorld::Initialize(unsigned int zoneID) {
m_Grid = new dpGrid(phys_sp_tilecount, phys_sp_tilesize);
}
Game::logger->Log("dpWorld", "Physics world initialized!\n");
Game::logger->Log("dpWorld", "Physics world initialized!");
if (ShouldLoadNavmesh(zoneID)) {
if (LoadNavmeshByZoneID(zoneID)) Game::logger->Log("dpWorld", "Loaded navmesh!\n");
else Game::logger->Log("dpWorld", "Error(s) occurred during navmesh load.\n");
if (LoadNavmeshByZoneID(zoneID)) Game::logger->Log("dpWorld", "Loaded navmesh!");
else Game::logger->Log("dpWorld", "Error(s) occurred during navmesh load.");
}
}
@@ -39,9 +39,9 @@ dpWorld::~dpWorld() {
}
void dpWorld::StepWorld(float deltaTime) {
if (m_Grid) {
m_Grid->Update(deltaTime);
return;
if (m_Grid) {
m_Grid->Update(deltaTime);
return;
}
//Pre update:
@@ -53,7 +53,7 @@ void dpWorld::StepWorld(float deltaTime) {
//Do actual update:
for (auto entity : m_DynamicEntites) {
if (!entity || entity->GetSleeping()) continue;
entity->Update(deltaTime);
for (auto other : m_StaticEntities) {
@@ -135,7 +135,7 @@ bool dpWorld::LoadNavmeshByZoneID(unsigned int zoneID) {
dtNavMesh* dpWorld::LoadNavmesh(const char* path) {
FILE* fp;
#ifdef _WIN32
fopen_s(&fp, path, "rb");
#elif __APPLE__
@@ -144,7 +144,7 @@ dtNavMesh* dpWorld::LoadNavmesh(const char* path) {
#else
fp = fopen64(path, "rb");
#endif
if (!fp) {
return 0;
}
@@ -272,7 +272,7 @@ std::vector<NiPoint3> dpWorld::GetPath(const NiPoint3& startPos, const NiPoint3&
//how many points to generate between start/end?
//note: not actually 100% accurate due to rounding, but worst case it causes them to go a tiny bit faster
//than their speed value would normally allow at the end.
int numPoints = startPos.Distance(startPos, endPos) / speed;
int numPoints = startPos.Distance(startPos, endPos) / speed;
path.push_back(startPos); //insert the start pos