Fixed LogMessageFormatted ignoring unspecified clients (-1) when ignore console is enabled. Simplified logic.
When ignoring console the match must be explicit (client 0), not just any non-valid player. Unspecified clients (-1) are used on core events, but they were wrongfully ignored. Clients are only specified on player events or console events. Simplified logig: Instead of checking what something isn't, check what it's required to be. Inverted logic may be confusing.
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@ -100,11 +100,8 @@ LogMessageFormatted(client, const String:module[], const String:block[], const S
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decl String:logtext[LOG_MAX_LENGTH_FILE];
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// Set to true if log to console, false if client.
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new bool:console = !ZRIsClientValid(client);
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// If client is invalid (console), and console is ignored, then stop.
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if (console && LogCheckFlag(LOG_IGNORE_CONSOLE))
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// If client is invalid (console), and console log events are ignored, then stop.
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if (client == 0 && LogCheckFlag(LOG_IGNORE_CONSOLE))
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{
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return;
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}
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@ -141,8 +138,8 @@ LogMessageFormatted(client, const String:module[], const String:block[], const S
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LogToAdmins(logtext);
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}
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// If client isn't console, and we log to client's then continue.
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if (!console && LogCheckFlag(LOG_TO_CLIENT))
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// If client is a valid client (but not console), and we log to client's then continue.
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if (ZRIsClientValid(client) && LogCheckFlag(LOG_TO_CLIENT))
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{
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// Set client as translation target.
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SetGlobalTransTarget(client);
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