Core/AI: Put log messages on filter

This commit is contained in:
leak
2011-02-24 18:37:27 +01:00
parent be16bcffab
commit 3e046f9bc4
+2 -2
View File
@@ -95,7 +95,7 @@ namespace FactorySelector
// select NullCreatureAI if not another cases
ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
sLog->outStaticDebug("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
sLog->outDebug(LOG_FILTER_TSCR, "Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
}
@@ -139,7 +139,7 @@ namespace FactorySelector
std::string ainame = (ai_factory == NULL || go->GetScriptId()) ? "NullGameObjectAI" : ai_factory->key();
sLog->outStaticDebug("GameObject %u used AI is %s.", go->GetGUIDLow(), ainame.c_str());
sLog->outDebug(LOG_FILTER_TSCR, "GameObject %u used AI is %s.", go->GetGUIDLow(), ainame.c_str());
return (ai_factory == NULL ? new NullGameObjectAI(go) : ai_factory->Create(go));
}