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Core/SAI: Correct debug log for SMART_ACTION_CAST
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DDuarte committed Mar 2, 2011
1 parent f8a6522 commit eea7efa
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions src/server/game/AI/SmartScripts/SmartScript.cpp
Expand Up @@ -414,8 +414,8 @@ void SmartScript::ProcessAction(SmartScriptHolder &e, Unit* unit, uint32 var0, u
me->InterruptNonMeleeSpells(false);

me->CastSpell((*itr)->ToUnit(), e.action.cast.spell,(e.action.cast.flags & SMARTCAST_TRIGGERED) ? true : false);
sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::ProcessAction:: SMART_ACTION_CAST:: Creature %u casts spell % on target %u with castflags %u",
me->GetGUIDLow(), (*itr)->GetGUIDLow(), e.action.cast.spell, e.action.cast.flags);
sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::ProcessAction:: SMART_ACTION_CAST:: Creature %u casts spell %u on target %u with castflags %u",
me->GetGUIDLow(), e.action.cast.spell, (*itr)->GetGUIDLow(), e.action.cast.flags);
}
break;
}
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6 comments on commit eea7efa

@streetrat
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whoops :P

@Shauren
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@Shauren Shauren commented on eea7efa Mar 2, 2011

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gcc can make this go kaboom.

@Teiby1
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@Teiby1 Teiby1 commented on eea7efa Mar 4, 2011

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yeah very important...not :(

what about interrupting while casting although flag is not set?

@DDuarte
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@DDuarte DDuarte commented on eea7efa Mar 4, 2011

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No, this just fixes the text being output'ed to files. No server/in-game modifications

@Teiby1
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@Teiby1 Teiby1 commented on eea7efa Mar 4, 2011

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you are very fast to answer (<1min). i edit my post, because i dont read anything ^^

btw: delete option do not work on github with comments.

@DDuarte
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@DDuarte DDuarte commented on eea7efa Mar 4, 2011

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  1. I got too much free time
  2. Everything is important

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