Core/AI: logs, codestyle & cosmetics standarization
(cherry picked from commit fdb71ce19e02b44323fbb9dfa5f07dae2a35f8ba)
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@@ -45,9 +45,9 @@ bool SmartAI::IsAIControlled() const
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void SmartAI::StartPath(bool run/* = false*/, uint32 pathId/* = 0*/, bool repeat/* = false*/, Unit* invoker/* = nullptr*/, uint32 nodeId/* = 1*/)
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{
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if (me->IsInCombat()) // no wp movement in combat
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if (me->IsEngaged()) // no wp movement in combat
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{
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TC_LOG_ERROR("scripts.ai.sai", "SmartAI::StartPath: Creature entry %u wanted to start waypoint movement (%u) while in combat, ignoring.", me->GetEntry(), pathId);
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TC_LOG_ERROR("scripts.ai.sai", "SmartAI::StartPath: Creature wanted to start waypoint movement (pathId: %u) while in combat, ignoring. (%s)", pathId, me->GetGUID().ToString().c_str());
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return;
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}
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@@ -124,7 +124,7 @@ void SmartAI::PausePath(uint32 delay, bool forced)
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if (HasEscortState(SMART_ESCORT_PAUSED))
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{
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TC_LOG_ERROR("scripts.ai.sai", "SmartAI::PausePath: Creature entry %u wanted to pause waypoint (current waypoint: %u) movement while already paused, ignoring.", me->GetEntry(), _currentWaypointNode);
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TC_LOG_ERROR("scripts.ai.sai", "SmartAI::PausePath: Creature wanted to pause waypoint (current waypoint: %u) movement while already paused, ignoring. (%s)", _currentWaypointNode, me->GetGUID().ToString().c_str());
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return;
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}
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