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Consolidate EQEmuLogsys::Debug calls into DebugCategory
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+5
-5
@@ -680,7 +680,7 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
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safe_delete(outapp);
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}
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logger.LogDebug(EQEmuLogSys::Detail, "Player %s has requested a zoning to LOC x=%f, y=%f, z=%f, heading=%f in zoneid=%i", GetName(), x, y, z, heading, zoneID);
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logger.DebugCategory(EQEmuLogSys::Detail, EQEmuLogSys::None, "Player %s has requested a zoning to LOC x=%f, y=%f, z=%f, heading=%f in zoneid=%i", GetName(), x, y, z, heading, zoneID);
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//Clear zonesummon variables if we're zoning to our own zone
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//Client wont generate a zone change packet to the server in this case so
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//They aren't needed and it keeps behavior on next zone attempt from being undefined.
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@@ -854,23 +854,23 @@ bool Client::CanBeInZone() {
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char flag_needed[128];
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if(!database.GetSafePoints(zone->GetShortName(), zone->GetInstanceVersion(), &safe_x, &safe_y, &safe_z, &minstatus, &minlevel, flag_needed)) {
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//this should not happen...
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logger.LogDebug(EQEmuLogSys::Detail, "[CLIENT] Unable to query zone info for ourself '%s'", zone->GetShortName());
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logger.DebugCategory(EQEmuLogSys::Detail, EQEmuLogSys::None, "[CLIENT] Unable to query zone info for ourself '%s'", zone->GetShortName());
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return(false);
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}
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if(GetLevel() < minlevel) {
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logger.LogDebug(EQEmuLogSys::Detail, "[CLIENT] Character does not meet min level requirement (%d < %d)!", GetLevel(), minlevel);
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logger.DebugCategory(EQEmuLogSys::Detail, EQEmuLogSys::None, "[CLIENT] Character does not meet min level requirement (%d < %d)!", GetLevel(), minlevel);
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return(false);
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}
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if(Admin() < minstatus) {
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logger.LogDebug(EQEmuLogSys::Detail, "[CLIENT] Character does not meet min status requirement (%d < %d)!", Admin(), minstatus);
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logger.DebugCategory(EQEmuLogSys::Detail, EQEmuLogSys::None, "[CLIENT] Character does not meet min status requirement (%d < %d)!", Admin(), minstatus);
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return(false);
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}
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if(flag_needed[0] != '\0') {
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//the flag needed string is not empty, meaning a flag is required.
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if(Admin() < minStatusToIgnoreZoneFlags && !HasZoneFlag(zone->GetZoneID())) {
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logger.LogDebug(EQEmuLogSys::Detail, "[CLIENT] Character does not have the flag to be in this zone (%s)!", flag_needed);
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logger.DebugCategory(EQEmuLogSys::Detail, EQEmuLogSys::None, "[CLIENT] Character does not have the flag to be in this zone (%s)!", flag_needed);
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return(false);
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}
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}
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