Core/SpawnTracking: Allow linking a spawn to more than one quest objective

Port From (https://github.com/TrinityCore/TrinityCore/commit/138b1b1a21ff871b54f1f2bd815de30a93b803eb)
This commit is contained in:
Hondacrx
2025-08-19 17:18:59 -04:00
parent a9fc9f454f
commit 877fb1a76f
7 changed files with 173 additions and 62 deletions
+2 -2
View File
@@ -854,7 +854,7 @@ namespace Game
responseInfo.ObjectID = requestInfo.ObjectID;
var spawnTrackingTemplateData = Global.ObjectMgr.GetSpawnTrackingData(requestInfo.SpawnTrackingID);
QuestObjective activeQuestObjective = _player.GetActiveQuestObjectiveForForSpawnTracking(requestInfo.SpawnTrackingID);
QuestObjective activeQuestObjective = _player.GetActiveQuestObjectiveForSpawnTracking(requestInfo.SpawnTrackingID);
// Send phase info if map is the same or spawn tracking related quests are taken or completed
if (spawnTrackingTemplateData != null && (_player.GetMapId() == spawnTrackingTemplateData.MapId || activeQuestObjective != null))
@@ -881,7 +881,7 @@ namespace Game
if (activeQuestObjective != null)
{
SpawnTrackingState state = _player.GetSpawnTrackingStateByObjective(requestInfo.SpawnTrackingID, activeQuestObjective.Id);
SpawnTrackingState state = _player.GetSpawnTrackingStateByObjectives(requestInfo.SpawnTrackingID, data.spawnTrackingQuestObjectives);
responseInfo.Visible = data.spawnTrackingStates[(int)state].Visible;
break;
}