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[Performance] Reworked how all log calls are made in the source, see changelog.txt for more details
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+4
-4
@@ -51,7 +51,7 @@ SpawnGroup::SpawnGroup( uint32 in_id, char* name, int in_group_spawn_limit, floa
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uint32 SpawnGroup::GetNPCType() {
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#if EQDEBUG >= 10
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Log.Out(Logs::General, Logs::None, "SpawnGroup[%08x]::GetNPCType()", (uint32) this);
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Log(Logs::General, Logs::None, "SpawnGroup[%08x]::GetNPCType()", (uint32) this);
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#endif
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int npcType = 0;
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int totalchance = 0;
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@@ -169,7 +169,7 @@ bool ZoneDatabase::LoadSpawnGroups(const char *zone_name, uint16 version, SpawnG
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zone_name);
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results = QueryDatabase(query);
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if (!results.Success()) {
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Log.Out(Logs::General, Logs::Error, "Error2 in PopulateZoneLists query '%'", query.c_str());
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Log(Logs::General, Logs::Error, "Error2 in PopulateZoneLists query '%'", query.c_str());
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return false;
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}
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@@ -198,7 +198,7 @@ bool ZoneDatabase::LoadSpawnGroupsByID(int spawngroupid, SpawnGroupList *spawn_g
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spawngroupid);
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auto results = QueryDatabase(query);
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if (!results.Success()) {
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Log.Out(Logs::General, Logs::Error, "Error2 in PopulateZoneLists query %s", query.c_str());
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Log(Logs::General, Logs::Error, "Error2 in PopulateZoneLists query %s", query.c_str());
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return false;
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}
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@@ -216,7 +216,7 @@ bool ZoneDatabase::LoadSpawnGroupsByID(int spawngroupid, SpawnGroupList *spawn_g
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spawngroupid);
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results = QueryDatabase(query);
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if (!results.Success()) {
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Log.Out(Logs::General, Logs::Error, "Error3 in PopulateZoneLists query '%s'", query.c_str());
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Log(Logs::General, Logs::Error, "Error3 in PopulateZoneLists query '%s'", query.c_str());
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return false;
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}
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