Core: Fix some error messages, more useful, less engrish.
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@@ -95,7 +95,7 @@ namespace FactorySelector
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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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TC_LOG_DEBUG(LOG_FILTER_TSCR, "Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
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TC_LOG_DEBUG(LOG_FILTER_TSCR, "Creature %s (Entry: %u GUID: %u DB GUID: %u) is using AI type: %s.", creature->GetName().c_str(), creature->GetEntry(), creature->GetGUIDLow(), creature->GetDBTableGUIDLow(), ainame.c_str());
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return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
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}
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@@ -14362,7 +14362,7 @@ void Player::PrepareGossipMenu(WorldObject* source, uint32 menuId /*= 0*/, bool
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VendorItemData const* vendorItems = creature->GetVendorItems();
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if (!vendorItems || vendorItems->Empty())
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{
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TC_LOG_ERROR(LOG_FILTER_SQL, "Creature (GUID: %u, Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", creature->GetGUIDLow(), creature->GetEntry());
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TC_LOG_ERROR(LOG_FILTER_SQL, "Creature %s (Entry: %u GUID: %u DB GUID: %u) has UNIT_NPC_FLAG_VENDOR set but has an empty trading item list.", creature->GetName().c_str(), creature->GetEntry(), creature->GetGUIDLow(), creature->GetDBTableGUIDLow());
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canTalk = false;
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}
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break;
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