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More Logs::None to LogDebug
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+10
-12
@@ -294,9 +294,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
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// Don't aggro new clients if we are already engaged unless PROX_AGGRO is set
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if (IsEngaged() && (!GetSpecialAbility(PROX_AGGRO) || (GetSpecialAbility(PROX_AGGRO) && !CombatRange(mob)))) {
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Log(Logs::Moderate, Logs::Aggro,
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"%s is in combat, and does not have prox_aggro, or does and is out of combat range with %s",
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GetName(), mob->GetName());
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LogAggro("[{}] is in combat, and does not have prox_aggro, or does and is out of combat range with [{}]", GetName(), mob->GetName());
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return false;
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}
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@@ -356,7 +354,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
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{
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//FatherNiwtit: make sure we can see them. last since it is very expensive
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if(CheckLosFN(mob)) {
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Log(Logs::Detail, Logs::Aggro, "Check aggro for %s target %s.", GetName(), mob->GetName());
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LogAggro("Check aggro for [{}] target [{}]", GetName(), mob->GetName());
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return( mod_will_aggro(mob, this) );
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}
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}
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@@ -388,18 +386,18 @@ bool Mob::CheckWillAggro(Mob *mob) {
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{
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//FatherNiwtit: make sure we can see them. last since it is very expensive
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if(CheckLosFN(mob)) {
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Log(Logs::Detail, Logs::Aggro, "Check aggro for %s target %s.", GetName(), mob->GetName());
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LogAggro("Check aggro for [{}] target [{}]", GetName(), mob->GetName());
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return( mod_will_aggro(mob, this) );
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}
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}
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}
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Log(Logs::Detail, Logs::Aggro, "Is In zone?:%d\n", mob->InZone());
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Log(Logs::Detail, Logs::Aggro, "Dist^2: %f\n", dist2);
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Log(Logs::Detail, Logs::Aggro, "Range^2: %f\n", iAggroRange2);
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Log(Logs::Detail, Logs::Aggro, "Faction: %d\n", fv);
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Log(Logs::Detail, Logs::Aggro, "Int: %d\n", GetINT());
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Log(Logs::Detail, Logs::Aggro, "Con: %d\n", GetLevelCon(mob->GetLevel()));
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LogAggro("Is In zone?:[{}]\n", mob->InZone());
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LogAggro("Dist^2: [{}]\n", dist2);
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LogAggro("Range^2: [{}]\n", iAggroRange2);
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LogAggro("Faction: [{}]\n", fv);
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LogAggro("Int: [{}]\n", GetINT());
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LogAggro("Con: [{}]\n", GetLevelCon(mob->GetLevel()));
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return(false);
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}
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@@ -519,7 +517,7 @@ void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
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//Father Nitwit: make sure we can see them.
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if(mob->CheckLosFN(sender)) {
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#if (EQDEBUG>=5)
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Log(Logs::General, Logs::None, "AIYellForHelp(\"%s\",\"%s\") %s attacking %s Dist %f Z %f",
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LogDebug("AIYellForHelp(\"[{}]\",\"[{}]\") [{}] attacking [{}] Dist [{}] Z [{}]",
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sender->GetName(), attacker->GetName(), mob->GetName(),
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attacker->GetName(), DistanceSquared(mob->GetPosition(),
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sender->GetPosition()), std::abs(sender->GetZ()+mob->GetZ()));
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