From 3a402854aaabe797ffcc0e4af68b97c86dd38f21 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Mon, 4 Jul 2022 00:52:44 -0400 Subject: [PATCH] Revert "Core/Event: prevent seasonal quests from resetting at server restart Port From (https://github.com/TrinityCore/TrinityCore/commit/306022054bec6010a63e80407c8d2f8d672b935b) --- Source/Game/Events/GameEventManager.cs | 13 ++----------- 1 file changed, 2 insertions(+), 11 deletions(-) diff --git a/Source/Game/Events/GameEventManager.cs b/Source/Game/Events/GameEventManager.cs index a7d771173..f0f81d6e2 100644 --- a/Source/Game/Events/GameEventManager.cs +++ b/Source/Game/Events/GameEventManager.cs @@ -137,8 +137,6 @@ namespace Game data.end = data.start + data.length; } - // When event is started, set its worldstate to current time - Global.WorldMgr.SetWorldState(event_id, GameTime.GetGameTime()); return false; } else @@ -174,9 +172,6 @@ namespace Game RemoveActiveEvent(event_id); UnApplyEvent(event_id); - // When event is stopped, clean up its worldstate - Global.WorldMgr.SetWorldState(event_id, 0); - if (overwrite && !serverwide_evt) { data.start = GameTime.GetGameTime() - data.length * Time.Minute; @@ -1017,8 +1012,6 @@ namespace Game } else { - // If event is inactive, periodically clean up its worldstate - Global.WorldMgr.SetWorldState(id, 0); Log.outDebug(LogFilter.Misc, "GameEvent {0} is not active", id); if (IsActiveEvent(id)) deactivate.Add(id); @@ -1106,10 +1099,8 @@ namespace Game //! Run SAI scripts with SMART_EVENT_GAME_EVENT_START RunSmartAIScripts(event_id, true); - // If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests. - // When event ends (if it expires or if it's stopped via commands) worldstate will be set to 0 again, ready for another seasonal quest reset. - if (Global.WorldMgr.GetWorldState(event_id) == 0) - Global.WorldMgr.ResetEventSeasonalQuests(event_id); + // check for seasonal quest reset. + Global.WorldMgr.ResetEventSeasonalQuests(event_id); } void UpdateEventNPCFlags(ushort event_id)