diff options
-rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 4 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 06b2bd04fd8..b65b1dc3c41 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -47,7 +47,7 @@ void SmartAI::StartPath(bool run/* = false*/, uint32 pathId/* = 0*/, bool repeat { if (me->IsInCombat()) // no wp movement in combat { - TC_LOG_ERROR("misc", "SmartAI::StartPath: Creature entry %u wanted to start waypoint movement (%u) while in combat, ignoring.", me->GetEntry(), pathId); + TC_LOG_ERROR("scripts.waypoint.startpath", "SmartAI::StartPath: Creature entry %u wanted to start waypoint movement (%u) while in combat, ignoring.", me->GetEntry(), pathId); return; } @@ -124,7 +124,7 @@ void SmartAI::PausePath(uint32 delay, bool forced) if (HasEscortState(SMART_ESCORT_PAUSED)) { - TC_LOG_ERROR("misc", "SmartAI::PausePath: Creature entry %u wanted to pause waypoint (current waypoint: %u) movement while already paused, ignoring.", me->GetEntry(), _currentWaypointNode); + TC_LOG_ERROR("scripts.waypoint.pausepath", "SmartAI::PausePath: Creature entry %u wanted to pause waypoint (current waypoint: %u) movement while already paused, ignoring.", me->GetEntry(), _currentWaypointNode); return; } diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index af852db65e0..6d0f0278f46 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -9231,7 +9231,7 @@ void Unit::UpdateCharmAI() newAI = charmerAI->GetAIForCharmedPlayer(ToPlayer()); } else - TC_LOG_ERROR("misc", "Attempt to assign charm AI to player %s who is charmed by non-creature %s.", GetGUID().ToString().c_str(), GetCharmerGUID().ToString().c_str()); + TC_LOG_ERROR("entities.unit.charmai", "Attempt to assign charm AI to player %s who is charmed by non-creature %s.", GetGUID().ToString().c_str(), GetCharmerGUID().ToString().c_str()); } if (!newAI) // otherwise, we default to the generic one newAI = new SimpleCharmedPlayerAI(ToPlayer()); |