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Convert 'SPELLS' debugging _log to logger.LogDebugType
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@@ -678,7 +678,7 @@ void WorldServer::Process() {
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//pendingrezexp is the amount of XP on the corpse. Setting it to a value >= 0
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//also serves to inform Client::OPRezzAnswer to expect a packet.
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client->SetPendingRezzData(srs->exp, srs->dbid, srs->rez.spellid, srs->rez.corpse_name);
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_log(SPELLS__REZ, "OP_RezzRequest in zone %s for %s, spellid:%i",
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Spells, "OP_RezzRequest in zone %s for %s, spellid:%i",
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zone->GetShortName(), client->GetName(), srs->rez.spellid);
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_RezzRequest,
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sizeof(Resurrect_Struct));
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@@ -694,10 +694,10 @@ void WorldServer::Process() {
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// to the zone that the corpse is in.
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Corpse* corpse = entity_list.GetCorpseByName(srs->rez.corpse_name);
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if (corpse && corpse->IsCorpse()) {
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_log(SPELLS__REZ, "OP_RezzComplete received in zone %s for corpse %s",
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Spells, "OP_RezzComplete received in zone %s for corpse %s",
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zone->GetShortName(), srs->rez.corpse_name);
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_log(SPELLS__REZ, "Found corpse. Marking corpse as rezzed.");
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Spells, "Found corpse. Marking corpse as rezzed.");
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// I don't know why Rezzed is not set to true in CompleteRezz().
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corpse->IsRezzed(true);
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corpse->CompleteResurrection();
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@@ -1974,7 +1974,7 @@ bool WorldServer::SendVoiceMacro(Client* From, uint32 Type, char* Target, uint32
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bool WorldServer::RezzPlayer(EQApplicationPacket* rpack, uint32 rezzexp, uint32 dbid, uint16 opcode)
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{
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_log(SPELLS__REZ, "WorldServer::RezzPlayer rezzexp is %i (0 is normal for RezzComplete", rezzexp);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Spells, "WorldServer::RezzPlayer rezzexp is %i (0 is normal for RezzComplete", rezzexp);
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ServerPacket* pack = new ServerPacket(ServerOP_RezzPlayer, sizeof(RezzPlayer_Struct));
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RezzPlayer_Struct* sem = (RezzPlayer_Struct*) pack->pBuffer;
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sem->rezzopcode = opcode;
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@@ -1983,9 +1983,9 @@ bool WorldServer::RezzPlayer(EQApplicationPacket* rpack, uint32 rezzexp, uint32
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sem->dbid = dbid;
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bool ret = SendPacket(pack);
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if (ret)
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_log(SPELLS__REZ, "Sending player rezz packet to world spellid:%i", sem->rez.spellid);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Spells, "Sending player rezz packet to world spellid:%i", sem->rez.spellid);
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else
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_log(SPELLS__REZ, "NOT Sending player rezz packet to world");
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Spells, "NOT Sending player rezz packet to world");
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safe_delete(pack);
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return ret;
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