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[11669] Remove script use with EventAI check.
It's not problem if script not have own AI part.
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362f7fb820
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2 changed files with 1 additions and 4 deletions
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@ -826,9 +826,6 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
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sLog.outErrorDb("CreatureEventAI: EventAI not has script for creature entry (%u), but AIName = '%s'.", i, cInfo->AIName);
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sLog.outErrorDb("CreatureEventAI: EventAI not has script for creature entry (%u), but AIName = '%s'.", i, cInfo->AIName);
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else if (!ainame && hasevent)
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else if (!ainame && hasevent)
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sLog.outErrorDb("CreatureEventAI: EventAI has script for creature entry (%u), but AIName = '%s' instead 'EventAI'.", i, cInfo->AIName);
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sLog.outErrorDb("CreatureEventAI: EventAI has script for creature entry (%u), but AIName = '%s' instead 'EventAI'.", i, cInfo->AIName);
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if (hasevent && cInfo->ScriptID && !sLog.HasLogFilter(LOG_FILTER_DB_STRICTED_CHECK))
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sLog.outErrorDb("CreatureEventAI: EventAI has script for creature entry (%u), but it have associated library script: %s.", i, sScriptMgr.GetScriptName(cInfo->ScriptID));
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}
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}
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}
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}
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11668"
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#define REVISION_NR "11669"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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