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Core/Logs: Fine tune more logs
And move others to more logical appenders
(cherry picked from commit 1ad24352ac)
# Conflicts:
# src/server/authserver/Server/AuthSession.cpp
# src/server/game/Entities/Player/Player.cpp
# src/server/game/Handlers/AuctionHouseHandler.cpp
# src/server/game/Handlers/CharacterHandler.cpp
# src/server/game/Handlers/GuildHandler.cpp
# src/server/game/Handlers/LootHandler.cpp
# src/server/game/Handlers/PetitionsHandler.cpp
# src/server/game/Handlers/QuestHandler.cpp
# src/server/game/Handlers/SpellHandler.cpp
# src/server/game/Spells/SpellEffects.cpp
This commit is contained in:
@@ -1709,7 +1709,7 @@ void Spell::SendLoot(ObjectGuid guid, LootType loottype)
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// Players shouldn't be able to loot gameobjects that are currently despawned
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if (!gameObjTarget->isSpawned() && !player->IsGameMaster())
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{
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TC_LOG_ERROR("spells", "Possible hacking attempt: Player %s [%s] tried to loot a gameobject [%s] which is on respawn times without being in GM mode!",
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TC_LOG_ERROR("entities.player.cheat", "Possible hacking attempt: Player %s [%s] tried to loot a gameobject [%s] which is on respawn times without being in GM mode!",
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player->GetName().c_str(), player->GetGUID().ToString().c_str(), gameObjTarget->GetGUID().ToString().c_str());
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return;
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}
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