mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-26 20:02:25 +01:00
Core: Removed more operator workarounds for ACE_Singleton (missed previously because of inconsistent naming)
--HG-- branch : trunk
This commit is contained in:
@@ -153,7 +153,7 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
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if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
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{
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sLog.outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
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sLog->outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
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return;
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}
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@@ -313,7 +313,7 @@ void ScriptedAI::DoResetThreat()
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{
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if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
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{
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sLog.outError("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
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sLog->outError("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
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return;
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}
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@@ -356,7 +356,7 @@ void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, flo
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if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
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{
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if (pUnit)
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sLog.outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
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sLog->outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
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return;
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}
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@@ -493,7 +493,7 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
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return false;
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break;
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default:
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sLog.outError("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
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sLog->outError("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
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return false;
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}
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@@ -178,7 +178,7 @@ void npc_escortAI::EnterEvadeMode()
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{
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AddEscortState(STATE_ESCORT_RETURNING);
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ReturnToLastPoint();
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sLog.outDebug("TSCR: EscortAI has left combat and is now returning to last point");
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sLog->outDebug("TSCR: EscortAI has left combat and is now returning to last point");
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}
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else
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{
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@@ -225,7 +225,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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{
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if (DespawnAtEnd)
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{
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sLog.outDebug("TSCR: EscortAI reached end of waypoints");
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sLog->outDebug("TSCR: EscortAI reached end of waypoints");
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if (m_bCanReturnToStart)
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{
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@@ -236,7 +236,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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m_uiWPWaitTimer = 0;
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sLog.outDebug("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
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sLog->outDebug("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
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return;
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}
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@@ -252,7 +252,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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}
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else
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{
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sLog.outDebug("TSCR: EscortAI reached end of waypoints with Despawn off");
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sLog->outDebug("TSCR: EscortAI reached end of waypoints with Despawn off");
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return;
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}
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@@ -261,7 +261,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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if (!HasEscortState(STATE_ESCORT_PAUSED))
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{
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me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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sLog.outDebug("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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sLog->outDebug("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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WaypointStart(CurrentWP->id);
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@@ -279,7 +279,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
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{
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if (DespawnAtFar && !IsPlayerOrGroupInRange())
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{
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sLog.outDebug("TSCR: EscortAI failed because player/group was to far away or not found");
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sLog->outDebug("TSCR: EscortAI failed because player/group was to far away or not found");
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if (m_bCanInstantRespawn)
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{
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@@ -317,7 +317,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
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//Combat start position reached, continue waypoint movement
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if (uiPointId == POINT_LAST_POINT)
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{
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sLog.outDebug("TSCR: EscortAI has returned to original position before combat");
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sLog->outDebug("TSCR: EscortAI has returned to original position before combat");
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if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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@@ -331,7 +331,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
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}
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else if (uiPointId == POINT_HOME)
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{
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sLog.outDebug("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
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sLog->outDebug("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
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CurrentWP = WaypointList.begin();
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m_uiWPWaitTimer = 1;
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@@ -341,11 +341,11 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
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//Make sure that we are still on the right waypoint
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if (CurrentWP->id != uiPointId)
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{
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sLog.outError("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
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sLog->outError("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
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return;
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}
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sLog.outDebug("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
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sLog->outDebug("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
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//Call WP function
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WaypointReached(CurrentWP->id);
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@@ -416,14 +416,14 @@ void npc_escortAI::SetRun(bool bRun)
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if (!m_bIsRunning)
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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else
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sLog.outDebug("TSCR: EscortAI attempt to set run mode, but is already running.");
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sLog->outDebug("TSCR: EscortAI attempt to set run mode, but is already running.");
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}
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else
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{
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if (m_bIsRunning)
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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else
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sLog.outDebug("TSCR: EscortAI attempt to set walk mode, but is already walking.");
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sLog->outDebug("TSCR: EscortAI attempt to set walk mode, but is already walking.");
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}
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m_bIsRunning = bRun;
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}
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@@ -433,13 +433,13 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
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{
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if (me->getVictim())
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{
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sLog.outError("TSCR ERROR: EscortAI attempt to Start while in combat. Scriptname: %s, creature entry: %u", me->GetScriptName().c_str(), me->GetEntry());
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sLog->outError("TSCR ERROR: EscortAI attempt to Start while in combat. Scriptname: %s, creature entry: %u", me->GetScriptName().c_str(), me->GetEntry());
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return;
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}
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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{
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sLog.outError("TSCR: EscortAI attempt to Start while already escorting.");
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sLog->outError("TSCR: EscortAI attempt to Start while already escorting.");
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return;
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}
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@@ -455,7 +455,7 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
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if (WaypointList.empty())
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{
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sLog.outErrorDb("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", pQuest ? pQuest->GetQuestId() : 0);
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sLog->outErrorDb("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", pQuest ? pQuest->GetQuestId() : 0);
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return;
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}
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@@ -470,19 +470,19 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
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m_bCanReturnToStart = bCanLoopPath;
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if (m_bCanReturnToStart && m_bCanInstantRespawn)
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sLog.outDebug("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
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sLog->outDebug("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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{
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me->GetMotionMaster()->MovementExpired();
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me->GetMotionMaster()->MoveIdle();
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sLog.outDebug("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
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sLog->outDebug("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
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}
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//disable npcflags
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me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
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sLog.outDebug("TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
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sLog->outDebug("TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
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CurrentWP = WaypointList.begin();
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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("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("TSCR: FollowerAI is set completed, despawns.");
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me->ForcedDespawn();
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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("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("TSCR: FollowerAI failed because player/group was to far away or not found");
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me->ForcedDespawn();
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return;
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}
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@@ -274,13 +274,13 @@ 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("TSCR: FollowerAI attempt to StartFollow while in combat.");
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return;
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}
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if (HasFollowState(STATE_FOLLOW_INPROGRESS))
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{
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sLog.outError("TSCR: FollowerAI attempt to StartFollow while already following.");
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sLog->outError("TSCR: FollowerAI attempt to StartFollow while already following.");
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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("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("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("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("TSCR: FollowerAI GetLeader can not find suitable leader.");
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return NULL;
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}
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