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path: root/src/server/game/AI/CreatureAI.cpp
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Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/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 50c3f47b491..3d90489034c 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -85,7 +85,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/)
Map* map = creature->GetMap();
if (!map->IsDungeon()) // use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
- TC_LOG_ERROR("scripts.ai", "CreatureAI::DoZoneInCombat: call for map that isn't an instance (%s)", creature->GetGUID().ToString().c_str());
+ TC_LOG_ERROR("scripts.ai", "CreatureAI::DoZoneInCombat: call for map that isn't an instance ({})", creature->GetGUID().ToString());
return;
}
@@ -223,7 +223,7 @@ void CreatureAI::EnterEvadeMode(EvadeReason why)
if (!_EnterEvadeMode(why))
return;
- TC_LOG_DEBUG("scripts.ai", "CreatureAI::EnterEvadeMode: entering evade mode (why: %u) (%s)", why, me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai", "CreatureAI::EnterEvadeMode: entering evade mode (why: {}) ({})", why, me->GetGUID().ToString());
if (!me->GetVehicle()) // otherwise me will be in evade mode forever
{
@@ -278,7 +278,7 @@ void CreatureAI::EngagementStart(Unit* who)
{
if (_isEngaged)
{
- TC_LOG_ERROR("scripts.ai", "CreatureAI::EngagementStart called even though creature is already engaged. Creature debug info:\n%s", me->GetDebugInfo().c_str());
+ TC_LOG_ERROR("scripts.ai", "CreatureAI::EngagementStart called even though creature is already engaged. Creature debug info:\n{}", me->GetDebugInfo());
return;
}
_isEngaged = true;
@@ -290,7 +290,7 @@ void CreatureAI::EngagementOver()
{
if (!_isEngaged)
{
- TC_LOG_DEBUG("scripts.ai", "CreatureAI::EngagementOver called even though creature is not currently engaged. Creature debug info:\n%s", me->GetDebugInfo().c_str());
+ TC_LOG_DEBUG("scripts.ai", "CreatureAI::EngagementOver called even though creature is not currently engaged. Creature debug info:\n{}", me->GetDebugInfo());
return;
}
_isEngaged = false;