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Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 75a1488ed45..2ec0e4ff3ca 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -54,7 +54,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToN
Map* map = creature->GetMap();
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
- TC_LOG_ERROR(LOG_FILTER_GENERAL, "DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
+ TC_LOG_ERROR("misc", "DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
return;
}
@@ -79,7 +79,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToN
// If it can't find a suitable attack target then we should error out.
if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
{
- TC_LOG_ERROR(LOG_FILTER_GENERAL, "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
+ TC_LOG_ERROR("misc", "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
return;
}
@@ -145,7 +145,7 @@ void CreatureAI::EnterEvadeMode()
if (!_EnterEvadeMode())
return;
- TC_LOG_DEBUG(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
+ TC_LOG_DEBUG("entities.unit", "Creature %u enters evade mode.", me->GetEntry());
if (!me->GetVehicle()) // otherwise me will be in evade mode forever
{