Make AOEngine debug messages a bit easier to read.
parent
95c852a2a1
commit
b2bb14a008
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@ -373,7 +373,7 @@ void AOEngine::enableStands(bool enable_stands)
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void AOEngine::enable(bool enable)
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{
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LL_DEBUGS("AOEngine") << "using " << mLastMotion << " enable " << enable << LL_ENDL;
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LL_DEBUGS("AOEngine") << "using " << gAnimLibrary.animationName(mLastMotion) << " enable " << enable << LL_ENDL;
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mEnabled = enable;
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if (!mCurrentSet)
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@ -437,7 +437,7 @@ void AOEngine::enable(bool enable)
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}
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else
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{
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LL_WARNS("AOEngine") << "Unhandled last motion id " << mLastMotion << LL_ENDL;
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LL_WARNS("AOEngine") << "Unhandled last motion id " << gAnimLibrary.animationName(mLastMotion) << LL_ENDL;
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}
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gAgent.sendAnimationRequest(animation, ANIM_REQUEST_START);
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@ -497,7 +497,7 @@ void AOEngine::setStateCycleTimer(const AOSet::AOState* state)
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const LLUUID AOEngine::override(const LLUUID& pMotion, bool start)
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{
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LL_DEBUGS("AOEngine") << "override(" << pMotion << "," << start << ")" << LL_ENDL;
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LL_DEBUGS("AOEngine") << "override(" << gAnimLibrary.animationName(pMotion) << "," << start << ")" << LL_ENDL;
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LLUUID animation;
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@ -539,7 +539,7 @@ const LLUUID AOEngine::override(const LLUUID& pMotion, bool start)
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// without killing our overrider when logging in or re-enabling
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if (mLastMotion == pMotion && !start)
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{
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LL_DEBUGS("AOEngine") << "Not overriding motion " << gAnimLibrary.animationName(motion)
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LL_DEBUGS("AOEngine") << "Not stop-overriding motion " << gAnimLibrary.animationName(motion)
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<< " within same state." << LL_ENDL;
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// when stopping a sit motion make sure to stop the cycle point cover-up animation
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@ -556,7 +556,7 @@ const LLUUID AOEngine::override(const LLUUID& pMotion, bool start)
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AOSet::AOState* state = getStateForMotion(motion);
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if (!state)
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{
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LL_DEBUGS("AOEngine") << "No current AO state for motion " << motion << " (" << gAnimLibrary.animationName(motion) << ")." << LL_ENDL;
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LL_DEBUGS("AOEngine") << "No current AO state for motion " << gAnimLibrary.animationName(motion) << LL_ENDL;
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// This part of the code was added to capture an edge case where animations got stuck
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// However, it seems it isn't needed anymore and breaks other, more important cases.
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// So we disable this code for now, unless bad things happen and the stuck animations
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