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Core/Quests: Quest flag fixups
* Update flag names * Implemented QUEST_FLAGS_COMPLETION_NO_DEATH and QUEST_FLAGS_FAIL_ON_LOGOUT * Started using QUEST_FLAGS_COMPLETION_EVENT and QUEST_FLAGS_COMPLETION_AREA_TRIGGER instead of a custom SpeclalFlag * Renamed Quest::IsAutoComplete to Quest::IsTurnIn to better describe what it means (a quest that can be turned in without accepting it to quest log) * Implemented QUEST_FLAGS_UPDATE_PHASESHIFT and removed forced phaseshift updates on every quest status change * Implemented QUEST_FLAGS_LAUNCH_GOSSIP_ACCEPT - reopens gossip menu with questgiver
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@@ -3652,7 +3652,7 @@ void Spell::EffectQuestComplete()
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uint16 logSlot = player->FindQuestSlot(questId);
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if (logSlot < MAX_QUEST_LOG_SIZE)
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player->AreaExploredOrEventHappens(questId);
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else if (quest->HasFlag(QUEST_FLAGS_TRACKING)) // Check if the quest is used as a serverside flag.
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else if (quest->HasFlag(QUEST_FLAGS_TRACKING_EVENT)) // Check if the quest is used as a serverside flag.
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player->SetRewardedQuest(questId); // If so, set status to rewarded without broadcasting it to client.
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}
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}
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