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Consolidate 'LogType' Error logs over to 'LogCategory'
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+5
-5
@@ -1128,7 +1128,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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{
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if (!other) {
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SetTarget(nullptr);
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Log.Log(EQEmuLogSys::Error, "A null Mob object was passed to Client::Attack() for evaluation!");
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Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Error, "A null Mob object was passed to Client::Attack() for evaluation!");
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return false;
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}
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@@ -1692,7 +1692,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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if (!other) {
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SetTarget(nullptr);
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Log.Log(EQEmuLogSys::Error, "A null Mob object was passed to NPC::Attack() for evaluation!");
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Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Error, "A null Mob object was passed to NPC::Attack() for evaluation!");
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return false;
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}
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@@ -3887,7 +3887,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
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if (!on) {
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SetTarget(nullptr);
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Log.Log(EQEmuLogSys::Error, "A null Mob object was passed to Mob::TryDefensiveProc for evaluation!");
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Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Error, "A null Mob object was passed to Mob::TryDefensiveProc for evaluation!");
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return;
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}
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@@ -3918,7 +3918,7 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
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void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
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if(!on) {
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SetTarget(nullptr);
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Log.Log(EQEmuLogSys::Error, "A null Mob object was passed to Mob::TryWeaponProc for evaluation!");
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Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Error, "A null Mob object was passed to Mob::TryWeaponProc for evaluation!");
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return;
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}
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@@ -4467,7 +4467,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
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if (!on) {
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SetTarget(nullptr);
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Log.Log(EQEmuLogSys::Error, "A null Mob object was passed to Mob::TrySkillProc for evaluation!");
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Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Error, "A null Mob object was passed to Mob::TrySkillProc for evaluation!");
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return;
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}
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