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use logMod for all mod-related logging

This commit is contained in:
Henning Koehler
2017-08-31 09:23:19 +12:00
parent abdca71828
commit 03b7da93e2
9 changed files with 77 additions and 77 deletions

View File

@@ -748,7 +748,7 @@ void CTownHandler::loadObject(std::string scope, std::string name, const JsonNod
auto & advMap = data["town"]["adventureMap"];
if (!advMap.isNull())
{
logGlobal->warn("Outdated town mod. Will try to generate valid templates out of fort");
logMod->warn("Outdated town mod. Will try to generate valid templates out of fort");
JsonNode config;
config["animation"] = advMap["castle"];
VLC->objtypeh->getHandlerFor(index, object->index)->addTemplate(config);
@@ -818,9 +818,9 @@ void CTownHandler::initializeRequirements()
{
if (node.Vector().size() > 1)
{
logGlobal->warn("Unexpected length of town buildings requirements: %d", node.Vector().size());
logGlobal->warn("Entry contains: ");
logGlobal->warn(node.toJson());
logMod->warn("Unexpected length of town buildings requirements: %d", node.Vector().size());
logMod->warn("Entry contains: ");
logMod->warn(node.toJson());
}
return BuildingID(VLC->modh->identifiers.getIdentifier(requirement.town->getBuildingScope(), node.Vector()[0]).get());
});