Removed warn messages added for testing.
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@ -203,8 +203,8 @@ namespace DiIiS_NA.LoginServer.AccountsSystem
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if(GameAccount.ProgramField.Value == "APP")
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return string.Format("{0}", DBAccount.BattleTagName);
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else if (GameAccount.ProgramField.Value == "D3")
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return string.Format("{0}", DBAccount.BattleTagName);
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//return string.Format(staff ? " {{icon:bnet}} {{c_legendary}}{0}{{/c}}" : ("{0}"), this.DBAccount.BattleTagName);
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//return string.Format("{0}", DBAccount.BattleTagName);
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return string.Format(staff ? " {{icon:bnet}} {{c_legendary}}{0}{{/c}}" : ("{0}"), this.DBAccount.BattleTagName);
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else
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return string.Format("{0}", DBAccount.BattleTagName);
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//return (staff ? " {icon:bnet} " : (premium ? " {icon:gold} " : "")) + dbAcc.BattleTagName;
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@ -2254,12 +2254,12 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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if (_inventoryGold != null)
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{
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Logger.Warn($"InventoryGold is $[bold red]$NOT$[/]$ null: {_inventoryGold.Attributes[GameAttribute.Gold]}");
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// Logger.Warn($"InventoryGold is $[bold red]$NOT$[/]$ null: {_inventoryGold.Attributes[GameAttribute.Gold]}");
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return _inventoryGold.Attributes[GameAttribute.Gold];
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}
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else
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{
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Logger.Warn($"InventoryGold is $[bold red]$NULL$[/]$");
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// Logger.Warn($"InventoryGold is $[bold red]$NULL$[/]$");
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return -1;
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}
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@ -2348,7 +2348,7 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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Item item = null;
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int goldAmount = (int)_owner.World.Game.GameDBSession.SessionGet<DBGameAccount>(_owner.Toon.GameAccount.PersistentID).Gold;
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Logger.Warn($"User {this._owner.Toon.PersistentID} has {goldAmount} gold.");
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// Logger.Warn($"User {this._owner.Toon.PersistentID} has {goldAmount} gold.");
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this.BloodShards = (int)_owner.World.Game.GameDBSession.SessionGet<DBGameAccount>(_owner.Toon.GameAccount.PersistentID).BloodShards;
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// Clear already present items
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// LoadFromDB is called every time World is changed, even entering a dungeon
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@ -2411,7 +2411,7 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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//}).ContinueWith((a) =>{
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_inventoryGold = ItemGenerator.CreateGold(_owner, goldAmount);
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_inventoryGold.Attributes[GameAttribute.Gold] = goldAmount;
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Logger.Warn($"User {this._owner.Toon.PersistentID} - inventory gold has {_inventoryGold.Attributes[GameAttribute.Gold]} gold.");
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// Logger.Warn($"User {this._owner.Toon.PersistentID} - inventory gold has {_inventoryGold.Attributes[GameAttribute.Gold]} gold.");
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_inventoryGold.Attributes[GameAttribute.ItemStackQuantityLo] = goldAmount; // This is the attribute that makes the gold visible in gamethe gold visible in game
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_inventoryGold.Owner = _owner;
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