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)
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@@ -1088,9 +1088,6 @@ namespace Game
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Log.outInfo(LogFilter.Gameevent, "GameEvent {0} \"{1}\" started.", event_id, mGameEvent[event_id].description);
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Log.outInfo(LogFilter.Gameevent, "GameEvent {0} \"{1}\" started.", event_id, mGameEvent[event_id].description);
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//! Run SAI scripts with SMART_EVENT_GAME_EVENT_END
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RunSmartAIScripts(event_id, true);
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// spawn positive event tagget objects
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// spawn positive event tagget objects
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GameEventSpawn((short)event_id);
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GameEventSpawn((short)event_id);
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// un-spawn negative event tagged objects
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// un-spawn negative event tagged objects
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@@ -1107,6 +1104,10 @@ namespace Game
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UpdateEventNPCVendor(event_id, true);
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UpdateEventNPCVendor(event_id, true);
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// update bg holiday
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// update bg holiday
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UpdateBattlegroundSettings();
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UpdateBattlegroundSettings();
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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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// 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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// 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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if (Global.WorldMgr.GetWorldState(event_id) == 0)
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