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-rw-r--r--src/server/collision/Models/GameObjectModel.cpp12
-rw-r--r--src/server/collision/Models/WorldModel.cpp2
2 files changed, 7 insertions, 7 deletions
diff --git a/src/server/collision/Models/GameObjectModel.cpp b/src/server/collision/Models/GameObjectModel.cpp
index 84c736c22e8..6cb0f90d98e 100644
--- a/src/server/collision/Models/GameObjectModel.cpp
+++ b/src/server/collision/Models/GameObjectModel.cpp
@@ -53,7 +53,7 @@ void LoadGameObjectModelList()
FILE* model_list_file = fopen((sWorld->GetDataPath() + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
if (!model_list_file)
{
- sLog->outError("Unable to open '%s' file.", VMAP::GAMEOBJECT_MODELS);
+ sLog->outError(LOG_FILTER_GENERAL, "Unable to open '%s' file.", VMAP::GAMEOBJECT_MODELS);
return;
}
@@ -72,7 +72,7 @@ void LoadGameObjectModelList()
|| fread(&v1, sizeof(Vector3), 1, model_list_file) != 1
|| fread(&v2, sizeof(Vector3), 1, model_list_file) != 1)
{
- sLog->outError("File '%s' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
+ sLog->outError(LOG_FILTER_GENERAL, "File '%s' seems to be corrupted!", VMAP::GAMEOBJECT_MODELS);
break;
}
@@ -83,8 +83,8 @@ void LoadGameObjectModelList()
}
fclose(model_list_file);
- sLog->outString(">> Loaded %u GameObject models in %u ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
- sLog->outString();
+ sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u GameObject models in %u ms", uint32(model_list.size()), GetMSTimeDiffToNow(oldMSTime));
+
}
GameObjectModel::~GameObjectModel()
@@ -103,7 +103,7 @@ bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayIn
// ignore models with no bounds
if (mdl_box == G3D::AABox::zero())
{
- sLog->outError("GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
+ sLog->outError(LOG_FILTER_GENERAL, "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
@@ -176,7 +176,7 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
Ray modRay(p, iInvRot * ray.direction());
float distance = MaxDist * iInvScale;
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
- if(hit)
+ if (hit)
{
distance *= iScale;
MaxDist = distance;
diff --git a/src/server/collision/Models/WorldModel.cpp b/src/server/collision/Models/WorldModel.cpp
index b818232fb32..b4f3f73fc98 100644
--- a/src/server/collision/Models/WorldModel.cpp
+++ b/src/server/collision/Models/WorldModel.cpp
@@ -42,7 +42,7 @@ namespace VMAP
const Vector3 p(ray.direction().cross(e2));
const float a = e1.dot(p);
- if (abs(a) < EPS) {
+ if (fabs(a) < EPS) {
// Determinant is ill-conditioned; abort early
return false;
}