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Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
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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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