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Finished conversion to new logging API
* removed logger streams * (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
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@ -967,7 +967,7 @@ CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findHeroBitmap(const CGH
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{
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if(hero->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
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{
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logGlobal->error("A neutral hero (%s) at %s. Should not happen!", hero->name, hero->pos());
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logGlobal->error("A neutral hero (%s) at %s. Should not happen!", hero->name, hero->pos.toString());
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return CMapHandler::AnimBitmapHolder();
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}
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@ -1138,7 +1138,7 @@ bool CMapHandler::updateObjectsFade()
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{
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if ((*objIter).fadeAnimKey == (*iter).first)
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{
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logAnim->trace("Fade anim finished for obj at %s; remaining: %d", pos(), fadeAnims.size() - 1);
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logAnim->trace("Fade anim finished for obj at %s; remaining: %d", pos.toString(), fadeAnims.size() - 1);
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if (anim->fadingMode == CFadeAnimation::EMode::OUT)
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objs.erase(objIter); // if this was fadeout, remove the object from the map
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else
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@ -1185,7 +1185,7 @@ bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos)
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fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(pos, anim);
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obj.fadeAnimKey = fadeAnimCounter;
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logAnim->trace("Fade anim started for obj %d at %s; anim count: %d", obj.obj->ID, pos(), fadeAnims.size());
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logAnim->trace("Fade anim started for obj %d at %s; anim count: %d", obj.obj->ID, pos.toString(), fadeAnims.size());
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return true;
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}
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