feat(Core/Misc): implement ObjectGuid class (port from TC) (#4885)

This commit is contained in:
UltraNix
2021-04-25 22:18:03 +02:00
committed by GitHub
parent 91081f4ad8
commit f4c226423d
568 changed files with 10655 additions and 11019 deletions

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@@ -84,7 +84,7 @@ namespace FactorySelector
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
// select NullCreatureAI if not another cases
ainame = (ai_factory == nullptr) ? "NullCreatureAI" : ai_factory->key();
LOG_DEBUG("scripts.ai", "Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
LOG_DEBUG("scripts.ai", "Creature %s used AI is %s.", creature->GetGUID().ToString().c_str(), ainame.c_str());
#endif
return (ai_factory == nullptr ? new NullCreatureAI(creature) : ai_factory->Create(creature));
}
@@ -131,7 +131,7 @@ namespace FactorySelector
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
std::string ainame = (ai_factory == nullptr || go->GetScriptId()) ? "NullGameObjectAI" : ai_factory->key();
LOG_DEBUG("scripts.ai", "GameObject %u used AI is %s.", go->GetGUIDLow(), ainame.c_str());
LOG_DEBUG("scripts.ai", "GameObject %s used AI is %s.", go->GetGUID().ToString().c_str(), ainame.c_str());
#endif
return (ai_factory == nullptr ? new NullGameObjectAI(go) : ai_factory->Create(go));