Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
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@@ -361,7 +361,7 @@ void FlightPathMovementGenerator::DoEventIfAny(Player& player, TaxiPathNodeEntry
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{
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if (uint32 eventid = departure ? node.departureEventID : node.arrivalEventID)
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{
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sLog->outDebug("Taxi %s event %u of node %u of path %u for player %s", departure ? "departure" : "arrival", eventid, node.index, node.path, player.GetName());
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sLog->outDebug(LOG_FILTER_MAPSCRIPTS, "Taxi %s event %u of node %u of path %u for player %s", departure ? "departure" : "arrival", eventid, node.index, node.path, player.GetName());
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player.GetMap()->ScriptsStart(sEventScripts, eventid, &player, &player);
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}
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}
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