remove unnecessary logging / old comments unrelated or repetitive
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9c1b996b47
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14a03bf255
@ -1834,7 +1834,6 @@ void World::LoadPlayerScripts() {
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std::string baseName = entry.path().stem().string(); // Strips extension
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const std::string filename = entry.path().string();
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int32 zoneID = database.GetZoneID(baseName.c_str());
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std::cout << " - Load File " << filename << " with base name: " << baseName << "\n";
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if(zoneID) {
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AddPlayerScript(zoneID, filename.c_str());
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}
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@ -153,7 +153,6 @@ int main(int argc, char** argv) {
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net.WelcomeHeader();
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LogWrite(INIT__INFO, 0, "Init", "Starting EQ2Emulator WorldServer...");
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//int32 server_startup = time(NULL);
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//remove this when all database calls are using the new database class
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if (!database.Init()) {
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@ -277,11 +276,7 @@ int main(int argc, char** argv) {
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#endif
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}
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// JA temp logger
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LogWrite(MISC__TODO, 0, "Reformat", "JA: This is as far as I got reformatting the console logs.");
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if (!threadedLoad) {
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// JA: Load all Item info
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LogWrite(ITEM__INFO, 0, "Items", "Loading Items...");
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database.LoadItemList();
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@ -291,22 +286,15 @@ int main(int argc, char** argv) {
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LogWrite(SPELL__INFO, 0, "Spells", "Loading Spell Errors...");
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database.LoadSpellErrors();
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// Jabantiz: Load traits
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LogWrite(WORLD__INFO, 0, "Traits", "Loading Traits...");
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database.LoadTraits();
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// JA: Load all Quest info
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LogWrite(QUEST__INFO, 0, "Quests", "Loading Quests...");
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database.LoadQuests();
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LogWrite(COLLECTION__INFO, 0, "Collect", "Loading Collections...");
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database.LoadCollections();
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LogWrite(MISC__TODO, 1, "TODO", "TODO loading achievements\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
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//LogWrite(ACHIEVEMENT__INFO, 0, "Achievements", "Loading Achievements...");
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//database.LoadAchievements();
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//master_achievement_list.CreateMasterAchievementListPacket();
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LogWrite(MERCHANT__INFO, 0, "Merchants", "Loading Merchants...");
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database.LoadMerchantInformation();
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}
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@ -360,7 +348,7 @@ int main(int argc, char** argv) {
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if (threadedLoad) {
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LogWrite(WORLD__INFO, 0, "World", "Waiting for load threads to finish.");
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while (!world.items_loaded || !world.spells_loaded /*|| !world.achievments_loaded*/)
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while (!world.items_loaded || !world.spells_loaded)
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Sleep(10);
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LogWrite(WORLD__INFO, 0, "World", "Load threads finished.");
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}
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