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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/QuestHint.cc

    r6940 r6945  
    7373        QuestManager::getInstance().registerHint(this); //!< Registers the QuestHint with the QuestManager.
    7474
    75         COUT(3) << "New QuestHint {" << this->getId() << "} created." << std::endl;
     75        COUT(4) << "New QuestHint {" << this->getId() << "} created." << std::endl;
    7676    }
    7777
     
    126126            else
    127127            {
    128                 COUT(2) << "An already active questHint was trying to get activated." << std::endl;
     128                COUT(4) << "An already active questHint was trying to get activated." << std::endl;
    129129                return false;
    130130            }
    131131        }
    132132
    133         COUT(2) << "A hint of a non-active quest was trying to get activated." << std::endl;
     133        COUT(4) << "A hint of a non-active quest was trying to get activated." << std::endl;
    134134        return false;
    135135    }
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