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https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-16 21:20:01 -04:00
Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
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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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