Core/GameEvent: Fix OnGameEvent() hook not being called on Creature/GameObject spawned by the event itself

Port From (https://github.com/TrinityCore/TrinityCore/commit/dad86f5bce429e780fd0c4983bec0c52e52e4573)
This commit is contained in:
hondacrx
2022-01-02 12:34:53 -05:00
parent f954046c4c
commit c67235e219
+4 -3
View File
@@ -1088,9 +1088,6 @@ namespace Game
Log.outInfo(LogFilter.Gameevent, "GameEvent {0} \"{1}\" started.", event_id, mGameEvent[event_id].description);
//! Run SAI scripts with SMART_EVENT_GAME_EVENT_END
RunSmartAIScripts(event_id, true);
// spawn positive event tagget objects
GameEventSpawn((short)event_id);
// un-spawn negative event tagged objects
@@ -1107,6 +1104,10 @@ namespace Game
UpdateEventNPCVendor(event_id, true);
// update bg holiday
UpdateBattlegroundSettings();
//! 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)