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Ignore:
Timestamp:
May 20, 2010, 10:36:48 PM (14 years ago)
Author:
dafrick
Message:

A lot of cleanup, mostly increasing output levels, which means, that the console is no longer cluttered by lots and lots of Quest-stuff (the log file still is, but that should be ok…).
Also some possible bugs (or let's say pitfalls) removed, which have been around for a long time and didn't cause any problems so far. Now they never will.
Also, regarding my previous commit. Quests seem tu work just fine, even the second time the level is loaded, which is awesome.

Ergo: Questsystem/Notificationsystem segfault upon loading a level with Quests/Notifications in it twice is now officially resolved.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/presentation3/src/modules/questsystem/CompleteQuest.cc

    r6417 r6945  
    6868        SUPER(CompleteQuest, XMLPort, xmlelement, mode);
    6969
    70         COUT(3) << "New CompleteQuest, with target Quest {" << this->getQuestId() << "}, created." << std::endl;
     70        COUT(4) << "New CompleteQuest, with target Quest {" << this->getQuestId() << "}, created." << std::endl;
    7171    }
    7272
     
    8787        }
    8888
    89         COUT(3) << "CompleteQuest on player: " << player << " ." << std::endl;
     89        COUT(5) << "CompleteQuest on player: " << player << " ." << std::endl;
    9090
    9191        Quest* quest;
     
    105105        }
    106106
    107         COUT(3) << "Quest {" << quest->getId() << "} successfully completed by player: " << player << " ." << std::endl;
     107        COUT(4) << "Quest {" << quest->getId() << "} successfully completed by player: " << player << " ." << std::endl;
    108108        return true;
    109109    }
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