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https://gitea.wildfiregames.com/0ad/0ad.git
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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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@@ -92,7 +92,10 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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str << variation.color;
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int r, g, b;
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if (! (str >> r >> g >> b)) // Any trailing data is ignored
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LOGERROR("Actor '%s' has invalid RGB color '%s'", m_Base->GetIdentifier(), variation.color);
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{
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LOGERROR("Actor '{}' has invalid RGB color '{}'", m_Base->GetIdentifier(),
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variation.color);
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}
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else
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m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
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}
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@@ -131,7 +134,8 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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g_Renderer.GetSceneRenderer().GetParticleManager().LoadEmitterType(variation.particles)};
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if (!particleEmitterType)
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{
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LOGERROR("CObjectEntry::BuildVariation(): Failed to load particles %s", variation.particles.string8());
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LOGERROR("CObjectEntry::BuildVariation(): Failed to load particles {}",
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variation.particles.string8());
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return false;
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}
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m_Model = std::make_unique<CModelParticleEmitter>(*particleEmitterType);
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@@ -155,7 +159,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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CModelDefPtr modeldef (objectManager.GetMeshManager().GetMesh(m_ModelName));
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if (!modeldef)
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{
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LOGERROR("CObjectEntry::BuildVariation(): Model %s failed to load", m_ModelName.string8());
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LOGERROR("CObjectEntry::BuildVariation(): Model {} failed to load", m_ModelName.string8());
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return false;
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}
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@@ -164,7 +168,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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material.AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a));
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if (m_Samplers.empty())
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LOGERROR("Actor '%s' has no textures.", m_Base->GetIdentifier());
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LOGERROR("Actor '{}' has no textures.", m_Base->GetIdentifier());
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for (const CObjectBase::Samp& samp : m_Samplers)
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{
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@@ -188,8 +192,9 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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if (std::find_if(m_Samplers.begin(), m_Samplers.end(),
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[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requiredSampler.name; }) == m_Samplers.end())
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{
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LOGERROR("Actor %s: required texture sampler %s not found (material %s)",
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m_Base->GetIdentifier(), requiredSampler.name.string().c_str(), m_Base->m_Material.string8().c_str());
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LOGERROR("Actor {}: required texture sampler {} not found (material {})",
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m_Base->GetIdentifier(), requiredSampler.name.string(),
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m_Base->m_Material.string8());
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}
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}
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@@ -237,7 +242,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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{
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// start up idling
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if (!model->SetAnimation(GetRandomAnimation("idle")))
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LOGERROR("Failed to set idle animation in model \"%s\"", m_ModelName.string8());
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LOGERROR("Failed to set idle animation in model \"{}\"", m_ModelName.string8());
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}
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// build props - TODO, RC - need to fix up bounds here
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@@ -257,7 +262,8 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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if (!oe)
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{
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LOGERROR("Failed to build prop model \"%s\" on actor \"%s\"", utf8_from_wstring(prop.m_ModelName), m_Base->GetIdentifier());
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LOGERROR("Failed to build prop model \"{}\" on actor \"{}\"",
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utf8_from_wstring(prop.m_ModelName), m_Base->GetIdentifier());
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continue;
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}
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@@ -288,7 +294,8 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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model->AddProp(proppoint, std::move(propmodel), oe, prop.m_minHeight, prop.m_maxHeight, prop.m_selectable);
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}
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else
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LOGERROR("Failed to find matching prop point called \"%s\" in model \"%s\" for actor \"%s\"", ppn, m_ModelName.string8(), m_Base->GetIdentifier());
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LOGERROR("Failed to find matching prop point called \"{}\" in model \"{}\" for actor "
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"\"{}\"", ppn, m_ModelName.string8(), m_Base->GetIdentifier());
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}
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// Setup flags.
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