Make AOEngine debug messages a bit easier to read.

master
Zi Ree 2021-11-24 01:26:17 +01:00
parent 95c852a2a1
commit b2bb14a008
1 changed files with 5 additions and 5 deletions

View File

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