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Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rwxr-xr-xsrc/server/game/AI/CreatureAI.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 019f0b23ce4..fa7dbe53f9d 100755
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -51,7 +51,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
Map *map = creature->GetMap();
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
- sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
+ sLog->outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
return;
}
@@ -74,7 +74,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
- sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
+ sLog->outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
return;
}
@@ -130,7 +130,7 @@ void CreatureAI::MoveInLineOfSight(Unit *who)
if (me->canStartAttack(who, false))
AttackStart(who);
//else if (who->getVictim() && me->IsFriendlyTo(who)
- // && me->IsWithinDistInMap(who, sWorld.getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
+ // && me->IsWithinDistInMap(who, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
// && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives
// me->GetMotionMaster()->MoveChase(who->getVictim());
}
@@ -140,7 +140,7 @@ void CreatureAI::EnterEvadeMode()
if (!_EnterEvadeMode())
return;
- sLog.outDebug("Creature %u enters evade mode.", me->GetEntry());
+ sLog->outDebug("Creature %u enters evade mode.", me->GetEntry());
if (!me->GetVehicle()) // otherwise me will be in evade mode forever
{