Core/AI: Put log messages on filter
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@@ -95,7 +95,7 @@ namespace FactorySelector
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// select NullCreatureAI if not another cases
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// select NullCreatureAI if not another cases
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ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
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ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
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sLog->outStaticDebug("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
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sLog->outDebug(LOG_FILTER_TSCR, "Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
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return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
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return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
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}
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}
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@@ -139,7 +139,7 @@ namespace FactorySelector
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std::string ainame = (ai_factory == NULL || go->GetScriptId()) ? "NullGameObjectAI" : ai_factory->key();
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std::string ainame = (ai_factory == NULL || go->GetScriptId()) ? "NullGameObjectAI" : ai_factory->key();
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sLog->outStaticDebug("GameObject %u used AI is %s.", go->GetGUIDLow(), ainame.c_str());
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sLog->outDebug(LOG_FILTER_TSCR, "GameObject %u used AI is %s.", go->GetGUIDLow(), ainame.c_str());
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return (ai_factory == NULL ? new NullGameObjectAI(go) : ai_factory->Create(go));
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return (ai_factory == NULL ? new NullGameObjectAI(go) : ai_factory->Create(go));
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}
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}
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