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Consolidate 'LogType' Error logs over to 'LogCategory'
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@@ -391,7 +391,7 @@ void WorldServer::Process() {
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}
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}
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else
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Log.Log(EQEmuLogSys::Error, "WhoAllReturnStruct: Could not get return struct!");
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Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Error, "WhoAllReturnStruct: Could not get return struct!");
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break;
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}
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case ServerOP_EmoteMessage: {
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@@ -1381,7 +1381,7 @@ void WorldServer::Process() {
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if(NewCorpse)
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NewCorpse->Spawn();
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else
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Log.Log(EQEmuLogSys::Error, "Unable to load player corpse id %u for zone %s.", s->player_corpse_id, zone->GetShortName());
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Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Error, "Unable to load player corpse id %u for zone %s.", s->player_corpse_id, zone->GetShortName());
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break;
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}
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@@ -2061,7 +2061,7 @@ uint32 WorldServer::NextGroupID() {
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if(cur_groupid >= last_groupid) {
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//this is an error... This means that 50 groups were created before
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//1 packet could make the zone->world->zone trip... so let it error.
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Log.Log(EQEmuLogSys::Error, "Ran out of group IDs before the server sent us more.");
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Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Error, "Ran out of group IDs before the server sent us more.");
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return(0);
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}
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if(cur_groupid > (last_groupid - /*50*/995)) {
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