diff options
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r-- | src/server/game/AI/CreatureAI.cpp | 8 |
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; |