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Use fmt::format for LOGERROR
The format string can be checked at compile time. It will be easier to transition to `std::format`.
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@@ -1104,7 +1104,7 @@ void CXMLReader::ReadEntities(XMBElement entity, CSimulation2& sim)
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if (ent == INVALID_ENTITY || player == INVALID_ENTITY)
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{
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// Don't add entities with invalid player IDs
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LOGERROR("Failed to load entity template '%s'", utf8_from_wstring(TemplateName));
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LOGERROR("Failed to load entity template '{}'", utf8_from_wstring(TemplateName));
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return;
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}
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CmpPtr<ICmpPosition> cmpPosition(sim, ent);
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@@ -1121,7 +1121,8 @@ void CXMLReader::ReadEntities(XMBElement entity, CSimulation2& sim)
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if (cmpGarrisonHolder)
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cmpGarrisonHolder->SetInitEntities(std::move(Garrison));
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else
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LOGERROR("CXMLMapReader::ReadEntities() entity '%d' of player '%d' has no GarrisonHolder component and thus cannot garrison units.", ent, PlayerID);
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LOGERROR("CXMLMapReader::ReadEntities() entity '{}' of player '{}' has no "
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"GarrisonHolder component and thus cannot garrison units.", ent, PlayerID);
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}
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// Needs to be before ownership changes to prevent initialising
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@@ -1132,7 +1133,8 @@ void CXMLReader::ReadEntities(XMBElement entity, CSimulation2& sim)
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if (cmpTurretHolder)
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cmpTurretHolder->SetInitEntities(std::move(Turrets));
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else
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LOGERROR("CXMLMapReader::ReadEntities() entity '%d' of player '%d' has no TurretHolder component and thus cannot use turrets.", ent, PlayerID);
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LOGERROR("CXMLMapReader::ReadEntities() entity '{}' of player '{}' has no "
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"TurretHolder component and thus cannot use turrets.", ent, PlayerID);
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}
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CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
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@@ -1377,7 +1379,7 @@ int CMapReader::ParseTerrain()
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if (Script::GetProperty(rq, val, prop, std::forward<decltype(out)>(out)))
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return;
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LOGERROR("CMapReader::ParseTerrain() failed to get '%s' property", prop);
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LOGERROR("CMapReader::ParseTerrain() failed to get '{}' property", prop);
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throw PSERROR_Game_World_MapLoadFailed(
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"Error parsing terrain data.\nCheck application log for details");
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};
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@@ -1477,7 +1479,7 @@ PS::Loader::Task CMapReader::ParseEntities()
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entity_id_t ent = sim.AddEntity(currEnt.templateName, currEnt.entityID);
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if (ent == INVALID_ENTITY || player == INVALID_ENTITY)
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{ // Don't add entities with invalid player IDs
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LOGERROR("Failed to load entity template '%s'", utf8_from_wstring(currEnt.templateName));
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LOGERROR("Failed to load entity template '{}'", utf8_from_wstring(currEnt.templateName));
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}
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else
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{
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