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Logs::Spells to LogSpells
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+2
-4
@@ -1840,9 +1840,7 @@ void Mob::SendIllusionPacket(
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/* Refresh armor and tints after send illusion packet */
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this->SendArmorAppearance();
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Log(Logs::Detail,
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Logs::Spells,
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"Illusion: Race = %i, Gender = %i, Texture = %i, HelmTexture = %i, HairColor = %i, BeardColor = %i, EyeColor1 = %i, EyeColor2 = %i, HairStyle = %i, Face = %i, DrakkinHeritage = %i, DrakkinTattoo = %i, DrakkinDetails = %i, Size = %f",
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LogSpells("Illusion: Race = [{}], Gender = [{}], Texture = [{}], HelmTexture = [{}], HairColor = [{}], BeardColor = [{}], EyeColor1 = [{}], EyeColor2 = [{}], HairStyle = [{}], Face = [{}], DrakkinHeritage = [{}], DrakkinTattoo = [{}], DrakkinDetails = [{}], Size = [{}]",
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race,
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gender,
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new_texture,
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@@ -3063,7 +3061,7 @@ void Mob::ExecWeaponProc(const EQEmu::ItemInstance *inst, uint16 spell_id, Mob *
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if(!IsValidSpell(spell_id)) { // Check for a valid spell otherwise it will crash through the function
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if(IsClient()){
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Message(0, "Invalid spell proc %u", spell_id);
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Log(Logs::Detail, Logs::Spells, "Player %s, Weapon Procced invalid spell %u", this->GetName(), spell_id);
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LogSpells("Player [{}], Weapon Procced invalid spell [{}]", this->GetName(), spell_id);
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}
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return;
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}
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