fix: CLogger's ELogMethod is now inside the class and does not use names that are vulnerable to macro destruction (fixes a conflict with Windows system header's #define ERROR)

This was SVN commit r5532.
This commit is contained in:
janwas
2007-12-29 16:22:23 +00:00
parent 5768b9b8ab
commit 5529977ecd
67 changed files with 212 additions and 226 deletions
+7 -7
View File
@@ -55,7 +55,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
str << variation.color;
int r, g, b;
if (! (str >> r >> g >> b)) // Any trailing data is ignored
LOG(ERROR, LOG_CATEGORY, "Invalid RGB colour '%s'", variation.color.c_str());
LOG(CLogger::Error, LOG_CATEGORY, "Invalid RGB colour '%s'", variation.color.c_str());
else
m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
}
@@ -76,7 +76,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
CModelDefPtr modeldef (objectManager.GetMeshManager().GetMesh(m_ModelName));
if (!modeldef)
{
LOG(ERROR, LOG_CATEGORY, "CObjectEntry::BuildModel(): Model %s failed to load", m_ModelName.c_str());
LOG(CLogger::Error, LOG_CATEGORY, "CObjectEntry::BuildModel(): Model %s failed to load", m_ModelName.c_str());
return false;
}
@@ -128,7 +128,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
{
// start up idling
if (! m_Model->SetAnimation(GetRandomAnimation("idle")))
LOG(ERROR, LOG_CATEGORY, "Failed to set idle animation in model \"%s\"", m_ModelName.c_str());
LOG(CLogger::Error, LOG_CATEGORY, "Failed to set idle animation in model \"%s\"", m_ModelName.c_str());
}
// build props - TODO, RC - need to fix up bounds here
@@ -140,7 +140,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
CObjectEntry* oe = objectManager.FindObjectVariation(prop.m_ModelName, selections);
if (!oe)
{
LOG(ERROR, LOG_CATEGORY, "Failed to build prop model \"%s\" on actor \"%s\"", (const char*)prop.m_ModelName, (const char*)m_Base->m_ShortName);
LOG(CLogger::Error, LOG_CATEGORY, "Failed to build prop model \"%s\" on actor \"%s\"", (const char*)prop.m_ModelName, (const char*)m_Base->m_ShortName);
continue;
}
@@ -156,7 +156,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
m_AmmunitionModel = oe->m_Model;
m_AmmunitionPoint = modeldef->FindPropPoint((const char*)ppn );
if (! m_AmmunitionPoint)
LOG(ERROR, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)ppn, (const char*)m_ModelName, (const char*)prop.m_ModelName);
LOG(CLogger::Error, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)ppn, (const char*)m_ModelName, (const char*)prop.m_ModelName);
}
else
{
@@ -168,7 +168,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
propmodel->SetAnimation(oe->GetRandomAnimation("idle"));
}
else
LOG(ERROR, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)prop.m_PropPointName, (const char*)m_ModelName, (const char*)prop.m_ModelName);
LOG(CLogger::Error, LOG_CATEGORY, "Failed to find matching prop point called \"%s\" in model \"%s\" on actor \"%s\"", (const char*)prop.m_PropPointName, (const char*)m_ModelName, (const char*)prop.m_ModelName);
}
}
@@ -223,7 +223,7 @@ CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName)
size_t count = std::distance(lower, upper);
if (count == 0)
{
// LOG(WARNING, LOG_CATEGORY, "Failed to find animation '%s' for actor '%s'", animationName.c_str(), m_ModelName.c_str());
// LOG(CLogger::Warning, LOG_CATEGORY, "Failed to find animation '%s' for actor '%s'", animationName.c_str(), m_ModelName.c_str());
return NULL;
}
else