From fca1e3d98a4d88c68e8d64800d4a80ae08935bd8 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Sat, 9 Jul 2022 12:40:12 -0400 Subject: [PATCH] Core/Battlegrounds: Fixed AV turnins being counted when opening quest completion UI instead after completing the quest Port From (https://github.com/TrinityCore/TrinityCore/commit/5dca7309f4db9de348525987d236cd03657ef21f) --- Source/Game/Handlers/QuestHandler.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/Source/Game/Handlers/QuestHandler.cs b/Source/Game/Handlers/QuestHandler.cs index f9a9e96cd..fac5ebf35 100644 --- a/Source/Game/Handlers/QuestHandler.cs +++ b/Source/Game/Handlers/QuestHandler.cs @@ -356,6 +356,10 @@ namespace Game { if (GetPlayer().CanRewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, true)) // Then check if player can receive the reward item (if inventory is not full, if player doesn't have too many unique items, and so on). If not, the client will close the gossip window { + Battleground bg = _player.GetBattleground(); + if (bg != null) + bg.HandleQuestComplete(packet.QuestID, _player); + GetPlayer().RewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, obj); switch (obj.GetTypeId()) @@ -557,9 +561,6 @@ namespace Game GetPlayer().GetName(), GetPlayer().GetGUID().ToString(), packet.QuestID); return; } - Battleground bg = GetPlayer().GetBattleground(); - if (bg) - bg.HandleQuestComplete(packet.QuestID, GetPlayer()); if (GetPlayer().GetQuestStatus(packet.QuestID) != QuestStatus.Complete) {