changed DISABLED_ cmake variable to ENABLED_ and implemented for all disabled logs
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@@ -141,7 +141,9 @@ void FollowerAI::EnterEvadeMode()
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if (HasFollowState(STATE_FOLLOW_INPROGRESS))
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{
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI left combat, returning to CombatStartPosition.");
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI left combat, returning to CombatStartPosition.");
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#endif
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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{
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@@ -167,7 +169,9 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
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{
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is set completed, despawns.");
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is set completed, despawns.");
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#endif
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me->DespawnOrUnsummon();
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return;
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}
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@@ -178,7 +182,9 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_RETURNING))
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{
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader.");
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader.");
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#endif
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RemoveFollowState(STATE_FOLLOW_RETURNING);
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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@@ -207,7 +213,9 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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if (bIsMaxRangeExceeded)
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{
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI failed because player/group was to far away or not found");
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI failed because player/group was to far away or not found");
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#endif
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me->DespawnOrUnsummon();
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return;
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}
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@@ -250,7 +258,9 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
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{
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if (me->GetVictim())
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{
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI attempt to StartFollow while in combat.");
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI attempt to StartFollow while in combat.");
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#endif
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return;
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}
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@@ -272,7 +282,9 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
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{
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveIdle();
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
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#endif
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}
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me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
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@@ -281,7 +293,9 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", player->GetName().c_str(), m_uiLeaderGUID);
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", player->GetName().c_str(), m_uiLeaderGUID);
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#endif
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}
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Player* FollowerAI::GetLeaderForFollower()
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@@ -300,7 +314,9 @@ Player* FollowerAI::GetLeaderForFollower()
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if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive())
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{
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader.");
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader.");
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#endif
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m_uiLeaderGUID = member->GetGUID();
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return member;
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}
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@@ -309,7 +325,9 @@ Player* FollowerAI::GetLeaderForFollower()
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}
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}
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;//sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader can not find suitable leader.");
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#ifdef ENABLE_EXTRAS && ENABLE_EXTRA_LOGS
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader can not find suitable leader.");
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#endif
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return NULL;
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}
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