Add a formatting function for Vector3 (#4282)
* Vector3: Add custom fmt compatible formatter. * cLuaState: Add fmt version of ApiParamError * Use vector formatting in manual bindings * Always log vectors with FLOG
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committed by
Alexander Harkness
parent
73689024f0
commit
4727ed2084
@@ -1059,8 +1059,8 @@ void cClientHandle::HandleAnvilItemName(const AString & a_ItemName)
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void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, UInt8 a_Status)
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{
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LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i",
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a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status
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FLOGD("HandleLeftClick: {0}; Face: {1}; Stat: {2}",
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Vector3i{a_BlockX, a_BlockY, a_BlockZ}, a_BlockFace, a_Status
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);
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m_NumBlockChangeInteractionsThisTick++;
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@@ -1298,9 +1298,9 @@ void cClientHandle::HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_Blo
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(m_LastDigBlockZ != a_BlockZ)
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)
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{
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LOGD("Prevented a dig / aim bug in the client (finish {%d, %d, %d} vs start {%d, %d, %d}, HSD: %s)",
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a_BlockX, a_BlockY, a_BlockZ,
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m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ,
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FLOGD("Prevented a dig / aim bug in the client (finish {0} vs start {1}, HSD: {2})",
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Vector3i{a_BlockX, a_BlockY, a_BlockZ},
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Vector3i{m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ},
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(m_HasStartedDigging ? "True" : "False")
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);
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return;
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@@ -1424,8 +1424,8 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
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// TODO: This distance should be calculated from the point that the cursor pointing at, instead of the center of the block
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// Distance from the block's center to the player's eye height
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double Dist = (Vector3d(a_BlockX, a_BlockY, a_BlockZ) + Vector3d(0.5, 0.5, 0.5) - m_Player->GetEyePosition()).Length();
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LOGD("HandleRightClick: {%d, %d, %d}, face %d, Hand: %d, HeldItem: %s; Dist: %.02f",
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a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Hand, ItemToFullString(HeldItem).c_str(), Dist
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FLOGD("HandleRightClick: {0}, face {1}, Hand: {2}, HeldItem: {3}; Dist: {4:.02f}",
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Vector3i{a_BlockX, a_BlockY, a_BlockZ}, a_BlockFace, a_Hand, ItemToFullString(HeldItem), Dist
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);
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// Check the reach distance:
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@@ -2789,8 +2789,8 @@ void cClientHandle::SendPlayerMaxSpeed(void)
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void cClientHandle::SendPlayerMoveLook(void)
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{
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/*
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LOGD("Sending PlayerMoveLook: {%0.2f, %0.2f, %0.2f}, stance %0.2f, OnGround: %d",
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m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ(), m_Player->GetStance(), m_Player->IsOnGround() ? 1 : 0
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FLOGD("Sending PlayerMoveLook: {0:0.2f}, stance {1:0.2f}, OnGround: {2}",
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m_Player->GetPosition(), m_Player->GetStance(), m_Player->IsOnGround()
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);
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*/
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m_Protocol->SendPlayerMoveLook();
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