Revert "Core/Event: prevent seasonal quests from resetting at server restart
Port From (https://github.com/TrinityCore/TrinityCore/commit/306022054bec6010a63e80407c8d2f8d672b935b)
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@@ -137,8 +137,6 @@ namespace Game
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data.end = data.start + data.length;
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}
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// When event is started, set its worldstate to current time
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Global.WorldMgr.SetWorldState(event_id, GameTime.GetGameTime());
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return false;
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}
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else
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@@ -174,9 +172,6 @@ namespace Game
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RemoveActiveEvent(event_id);
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UnApplyEvent(event_id);
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// When event is stopped, clean up its worldstate
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Global.WorldMgr.SetWorldState(event_id, 0);
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if (overwrite && !serverwide_evt)
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{
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data.start = GameTime.GetGameTime() - data.length * Time.Minute;
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@@ -1017,8 +1012,6 @@ namespace Game
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}
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else
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{
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// If event is inactive, periodically clean up its worldstate
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Global.WorldMgr.SetWorldState(id, 0);
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Log.outDebug(LogFilter.Misc, "GameEvent {0} is not active", id);
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if (IsActiveEvent(id))
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deactivate.Add(id);
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@@ -1106,10 +1099,8 @@ namespace Game
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//! Run SAI scripts with SMART_EVENT_GAME_EVENT_START
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RunSmartAIScripts(event_id, true);
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// If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests.
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// 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.
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if (Global.WorldMgr.GetWorldState(event_id) == 0)
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Global.WorldMgr.ResetEventSeasonalQuests(event_id);
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// check for seasonal quest reset.
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Global.WorldMgr.ResetEventSeasonalQuests(event_id);
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}
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void UpdateEventNPCFlags(ushort event_id)
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