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*Add debug log for asserts in BattleGroundAV::AssaultNode
--HG-- branch : trunk
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@@ -1378,10 +1378,10 @@ const char* BattleGroundAV::GetNodeName(BG_AV_Nodes node)
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void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint16 team)
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{
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assert(m_Nodes[node].TotalOwner != team);
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assert(m_Nodes[node].Owner != team);
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assert(m_Nodes[node].State != POINT_DESTROYED);
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assert(m_Nodes[node].State != POINT_ASSAULTED || !m_Nodes[node].TotalOwner ); //only assault an assaulted node if no totalowner exists
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assert(m_Nodes[node].TotalOwner != team || sLog.outCrash("Assaulting team is TotalOwner of node"));
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assert(m_Nodes[node].Owner != team || sLog.outCrash("Assaulting team is owner of node"));
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assert(m_Nodes[node].State != POINT_DESTROYED || sLog.outCrash("Destroyed node is assaulted"));
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assert(m_Nodes[node].State != POINT_ASSAULTED || !m_Nodes[node].TotalOwner || sLog.outCrash("Assault on an not assaulted node without total owner")); //only assault an assaulted node if no totalowner exists
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//the timer gets another time, if the previous owner was 0==Neutral
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m_Nodes[node].Timer = (m_Nodes[node].PrevOwner)? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
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m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
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