Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
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@@ -67,7 +67,7 @@ Group::~Group()
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{
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if (m_bgGroup)
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{
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sLog->outDebug("Group::~Group: battleground group being deleted.");
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Group::~Group: battleground group being deleted.");
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if (m_bgGroup->GetBgRaid(ALLIANCE) == this) m_bgGroup->SetBgRaid(ALLIANCE, NULL);
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else if (m_bgGroup->GetBgRaid(HORDE) == this) m_bgGroup->SetBgRaid(HORDE, NULL);
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else sLog->outError("Group::~Group: battleground group is not linked to the correct battleground.");
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@@ -934,7 +934,7 @@ void Group::NeedBeforeGreed(Loot *loot, WorldObject* pLootedObject)
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void Group::MasterLoot(Loot* /*loot*/, WorldObject* pLootedObject)
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{
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sLog->outDebug("Group::MasterLoot (SMSG_LOOT_MASTER_LIST, 330)");
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sLog->outDebug(LOG_FILTER_NETWORKIO, "Group::MasterLoot (SMSG_LOOT_MASTER_LIST, 330)");
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uint32 real_count = 0;
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@@ -1747,7 +1747,7 @@ InstanceGroupBind* Group::BindToInstance(InstanceSave *save, bool permanent, boo
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bind.save = save;
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bind.perm = permanent;
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if (!load)
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sLog->outDebug("Group::BindToInstance: %d is now bound to map %d, instance %d, difficulty %d", GUID_LOPART(GetGUID()), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
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sLog->outDebug(LOG_FILTER_MAPS, "Group::BindToInstance: %d is now bound to map %d, instance %d, difficulty %d", GUID_LOPART(GetGUID()), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
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return &bind;
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}
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