Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
This commit is contained in:
@@ -340,9 +340,7 @@ void VehicleAI::LoadConditions()
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{
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conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
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if (!conditions.empty())
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{
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sLog->outDebug("VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size()));
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}
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sLog->outDebug(LOG_FILTER_CONDITIONSYS, "VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size()));
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}
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void VehicleAI::CheckConditions(const uint32 diff)
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@@ -140,7 +140,7 @@ void CreatureAI::EnterEvadeMode()
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if (!_EnterEvadeMode())
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return;
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sLog->outDebug("Creature %u enters evade mode.", me->GetEntry());
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sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
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if (!me->GetVehicle()) // otherwise me will be in evade mode forever
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{
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@@ -1256,7 +1256,7 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit*
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return;
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}
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sLog->outDebug("CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote);
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote);
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if ((*i).second.SoundId)
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{
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@@ -1356,7 +1356,7 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
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if (cond.Meets(pPlayer))
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{
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sLog->outDebug("CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
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ProcessEvent(*itr, pPlayer);
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}
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}
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@@ -178,7 +178,7 @@ void npc_escortAI::EnterEvadeMode()
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{
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AddEscortState(STATE_ESCORT_RETURNING);
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ReturnToLastPoint();
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sLog->outDebug("TSCR: EscortAI has left combat and is now returning to last point");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has left combat and is now returning to last point");
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}
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else
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{
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@@ -225,7 +225,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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{
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if (DespawnAtEnd)
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{
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sLog->outDebug("TSCR: EscortAI reached end of waypoints");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI reached end of waypoints");
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if (m_bCanReturnToStart)
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{
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@@ -236,7 +236,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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m_uiWPWaitTimer = 0;
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sLog->outDebug("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
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return;
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}
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@@ -252,7 +252,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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}
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else
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{
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sLog->outDebug("TSCR: EscortAI reached end of waypoints with Despawn off");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI reached end of waypoints with Despawn off");
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return;
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}
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@@ -261,7 +261,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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if (!HasEscortState(STATE_ESCORT_PAUSED))
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{
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me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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sLog->outDebug("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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WaypointStart(CurrentWP->id);
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@@ -279,7 +279,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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{
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if (DespawnAtFar && !IsPlayerOrGroupInRange())
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{
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sLog->outDebug("TSCR: EscortAI failed because player/group was to far away or not found");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI failed because player/group was to far away or not found");
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if (m_bCanInstantRespawn)
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{
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@@ -317,7 +317,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
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//Combat start position reached, continue waypoint movement
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if (uiPointId == POINT_LAST_POINT)
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{
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sLog->outDebug("TSCR: EscortAI has returned to original position before combat");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original position before combat");
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if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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@@ -331,7 +331,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
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}
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else if (uiPointId == POINT_HOME)
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{
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sLog->outDebug("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
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CurrentWP = WaypointList.begin();
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m_uiWPWaitTimer = 1;
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@@ -345,7 +345,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
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return;
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}
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sLog->outDebug("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
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//Call WP function
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WaypointReached(CurrentWP->id);
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@@ -416,14 +416,14 @@ void npc_escortAI::SetRun(bool bRun)
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if (!m_bIsRunning)
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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else
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sLog->outDebug("TSCR: EscortAI attempt to set run mode, but is already running.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set run mode, but is already running.");
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}
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else
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{
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if (m_bIsRunning)
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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else
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sLog->outDebug("TSCR: EscortAI attempt to set walk mode, but is already walking.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set walk mode, but is already walking.");
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}
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m_bIsRunning = bRun;
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}
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@@ -468,19 +468,19 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
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m_bCanReturnToStart = bCanLoopPath;
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if (m_bCanReturnToStart && m_bCanInstantRespawn)
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sLog->outDebug("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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{
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me->GetMotionMaster()->MovementExpired();
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me->GetMotionMaster()->MoveIdle();
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sLog->outDebug("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
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}
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//disable npcflags
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me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
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sLog->outDebug("TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
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CurrentWP = WaypointList.begin();
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@@ -165,7 +165,7 @@ void FollowerAI::EnterEvadeMode()
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if (HasFollowState(STATE_FOLLOW_INPROGRESS))
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{
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sLog->outDebug("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI left combat, returning to CombatStartPosition.");
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
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{
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@@ -191,7 +191,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
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{
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sLog->outDebug("TSCR: FollowerAI is set completed, despawns.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is set completed, despawns.");
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me->DespawnOrUnsummon();
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return;
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}
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@@ -202,7 +202,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_RETURNING))
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{
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sLog->outDebug("TSCR: FollowerAI is returning to leader.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader.");
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RemoveFollowState(STATE_FOLLOW_RETURNING);
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me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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@@ -231,7 +231,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
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if (bIsMaxRangeExceeded)
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{
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sLog->outDebug("TSCR: FollowerAI failed because player/group was to far away or not found");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI failed because player/group was to far away or not found");
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me->DespawnOrUnsummon();
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return;
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}
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@@ -274,7 +274,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
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{
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if (me->getVictim())
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{
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sLog->outDebug("TSCR: FollowerAI attempt to StartFollow while in combat.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI attempt to StartFollow while in combat.");
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return;
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}
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@@ -296,7 +296,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
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{
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveIdle();
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sLog->outDebug("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
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}
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me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
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@@ -305,7 +305,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
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me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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sLog->outDebug("TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
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}
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Player* FollowerAI::GetLeaderForFollower()
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@@ -324,7 +324,7 @@ Player* FollowerAI::GetLeaderForFollower()
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if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
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{
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sLog->outDebug("TSCR: FollowerAI GetLeader changed and returned new leader.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader.");
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m_uiLeaderGUID = pMember->GetGUID();
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return pMember;
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break;
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@@ -334,7 +334,7 @@ Player* FollowerAI::GetLeaderForFollower()
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}
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}
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sLog->outDebug("TSCR: FollowerAI GetLeader can not find suitable leader.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader can not find suitable leader.");
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return NULL;
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}
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@@ -845,7 +845,7 @@ void SmartGameObjectAI::Reset()
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// Called when a player opens a gossip dialog with the gameobject.
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bool SmartGameObjectAI::GossipHello(Player* player)
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{
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sLog->outDebug("SmartGameObjectAI::GossipHello");
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartGameObjectAI::GossipHello");
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GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, 0 ,0 , false, NULL, go);
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return false;
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}
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@@ -909,7 +909,7 @@ class SmartTrigger : public AreaTriggerScript
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bool OnTrigger(Player* player, AreaTriggerEntry const* trigger)
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{
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sLog->outDebug("AreaTrigger %u is using SmartTrigger script", trigger->id);
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "AreaTrigger %u is using SmartTrigger script", trigger->id);
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SmartScript script;
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script.OnInitialize(NULL, trigger);
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script.ProcessEventsFor(SMART_EVENT_AREATRIGGER_ONTRIGGER, player, trigger->id);
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@@ -115,11 +115,9 @@ void SmartScript::ProcessAction(SmartScriptHolder &e, Unit* unit, uint32 var0, u
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{
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SmartScriptHolder linked = FindLinkedEvent(e.link);
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if (linked.GetActionType() && linked.GetEventType() == SMART_EVENT_LINK)
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{
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ProcessEvent(linked, unit, var0, var1, bvar, spell, gob);
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}else{
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else
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sLog->outErrorDb("SmartScript::ProcessAction: Entry %d SourceType %u, Event %u, Link Event %u not found or invalid, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.link);
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}
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}
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switch (e.GetActionType())
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@@ -2150,9 +2148,9 @@ void SmartScript::FillScript(SmartAIEventList e, WorldObject* obj, AreaTriggerEn
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if (e.empty())
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{
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if (obj)
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sLog->outDebug("SmartScript: EventMap for Entry %u is empty but is using SmartScript.", obj->GetEntry());
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript: EventMap for Entry %u is empty but is using SmartScript.", obj->GetEntry());
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if (at)
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sLog->outDebug("SmartScript: EventMap for AreaTrigger %u is empty but is using SmartScript.", at->id);
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript: EventMap for AreaTrigger %u is empty but is using SmartScript.", at->id);
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return;
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}
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for (SmartAIEventList::iterator i = e.begin(); i != e.end(); ++i)
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@@ -2214,12 +2212,12 @@ void SmartScript::OnInitialize(WorldObject* obj, AreaTriggerEntry const* at)
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case TYPEID_UNIT:
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mScriptType = SMART_SCRIPT_TYPE_CREATURE;
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me = obj->ToCreature();
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sLog->outDebug("SmartScript::OnInitialize: source is Creature %u", me->GetEntry());
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::OnInitialize: source is Creature %u", me->GetEntry());
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break;
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case TYPEID_GAMEOBJECT:
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mScriptType = SMART_SCRIPT_TYPE_GAMEOBJECT;
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go = obj->ToGameObject();
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sLog->outDebug("SmartScript::OnInitialize: source is GameObject %u", go->GetEntry());
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::OnInitialize: source is GameObject %u", go->GetEntry());
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break;
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default:
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sLog->outError("SmartScript::OnInitialize: Unhandled TypeID !WARNING!");
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@@ -2229,7 +2227,7 @@ void SmartScript::OnInitialize(WorldObject* obj, AreaTriggerEntry const* at)
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{
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mScriptType = SMART_SCRIPT_TYPE_AREATRIGGER;
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trigger = at;
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sLog->outDebug("SmartScript::OnInitialize: source is AreaTrigger %u", trigger->id);
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::OnInitialize: source is AreaTrigger %u", trigger->id);
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}
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else
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{
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@@ -1203,7 +1203,7 @@ class SmartAIMgr
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else
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{
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if(entry > 0)//first search is for guid (negative), do not drop error if not found
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sLog->outDebug("SmartAIMgr::GetScript: Could not load Script for Entry %d ScriptType %u.", entry, uint32(type));
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sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartAIMgr::GetScript: Could not load Script for Entry %d ScriptType %u.", entry, uint32(type));
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return temp;
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}
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}
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