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authorShauren <shauren.trinity@gmail.com>2022-07-03 22:22:45 +0200
committerErgar <ergar@gmx.net>2025-07-20 17:59:37 +0200
commit97b16e2eb8c7d28bd954560cede812234932a457 (patch)
treee9e2689197e3e0b65e1799bc9c804ad5fafa786f
parent7b438d389b56acd22653473ac650e8e5d6eb520f (diff)
Revert "Core/Event: prevent seasonal quests from resetting at server restart (#17455)"
This reverts commit 6a8ca9b0bf6f7cd355e1994723d6be6a5003d4d4. (cherry picked from commit 306022054bec6010a63e80407c8d2f8d672b935b)
-rw-r--r--src/server/game/Events/GameEventMgr.cpp14
1 files changed, 2 insertions, 12 deletions
diff --git a/src/server/game/Events/GameEventMgr.cpp b/src/server/game/Events/GameEventMgr.cpp
index 2041373f8e4..b7c240805ea 100644
--- a/src/server/game/Events/GameEventMgr.cpp
+++ b/src/server/game/Events/GameEventMgr.cpp
@@ -141,9 +141,6 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
if (data.end <= data.start)
data.end = data.start + data.length * MINUTE;
}
-
- // When event is started, set its worldstate to current time
- sWorld->setWorldState(event_id, GameTime::GetGameTime());
return false;
}
else
@@ -179,9 +176,6 @@ void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
RemoveActiveEvent(event_id);
UnApplyEvent(event_id);
- // When event is stopped, clean up its worldstate
- sWorld->setWorldState(event_id, 0);
-
if (overwrite && !serverwide_evt)
{
data.start = GameTime::GetGameTime() - data.length * MINUTE;
@@ -1106,8 +1100,6 @@ uint32 GameEventMgr::Update() // return the next e
}
else
{
- // If event is inactive, periodically clean up its worldstate
- sWorld->setWorldState(itr, 0);
//TC_LOG_DEBUG("misc", "GameEvent {} is not active", itr->first);
if (IsActiveEvent(itr))
deactivate.insert(itr);
@@ -1191,10 +1183,8 @@ void GameEventMgr::ApplyNewEvent(uint16 event_id)
//! 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 (sWorld->getWorldState(event_id) == 0)
- sWorld->ResetEventSeasonalQuests(event_id);
+ // check for seasonal quest reset.
+ sWorld->ResetEventSeasonalQuests(event_id);
}
void GameEventMgr::UpdateEventNPCFlags(uint16 event_id)