Ensure that all actions are compared to fixed point in time (ie. world update start)
Port From (https://github.com/TrinityCore/TrinityCore/commit/60663d1374beef3103f4787152654034fa4a8897)
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@@ -694,10 +694,10 @@ namespace Game.Entities
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{
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AddTimedQuest(quest_id);
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if (quest_time <= Global.WorldMgr.GetGameTime())
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if (quest_time <= GameTime.GetGameTime())
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questStatusData.Timer = 1;
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else
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questStatusData.Timer = (uint)((quest_time - Global.WorldMgr.GetGameTime()) * Time.InMilliseconds);
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questStatusData.Timer = (uint)((quest_time - GameTime.GetGameTime()) * Time.InMilliseconds);
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}
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else
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quest_time = 0;
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@@ -1824,7 +1824,7 @@ namespace Game.Entities
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stmt.AddValue(0, GetGUID().GetCounter());
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stmt.AddValue(1, save.Key);
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stmt.AddValue(2, data.Status);
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stmt.AddValue(3, data.Timer / Time.InMilliseconds + Global.WorldMgr.GetGameTime());
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stmt.AddValue(3, data.Timer / Time.InMilliseconds + GameTime.GetGameTime());
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trans.Append(stmt);
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// Save objectives
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