diff options
author | xinef1 <w.szyszko2@gmail.com> | 2017-05-07 20:14:39 +0200 |
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committer | funjoker <funjoker109@gmail.com> | 2020-06-14 20:14:41 +0200 |
commit | 9e954295c53f8ab60454d432da56bd23b200e1d9 (patch) | |
tree | 6731e0868e79b9c59781a786307343395fb5cddf | |
parent | 6a76d5c851d715575e4a64a1da62fc16b5a59d88 (diff) |
Core/Quests: Display quest objective explore completion message
- Game client should show an on-screen message for explored quest objectives
(AreaExploredOrEventHappens) when the objective has been completed.
Closes #19543
(cherry picked from commit 538f60a880c4ace6a08bbc74fc175e878060adfe)
-rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 32f2be86bd9..8e82e020596 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -16832,9 +16832,7 @@ void Player::AreaExploredOrEventHappens(uint32 questId) q_status.Explored = true; m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE; - // if we cannot complete quest send exploration succeded (to mark exploration on client) - if (!CanCompleteQuest(questId)) - SendQuestComplete(questId); + SendQuestComplete(questId); }**/ } if (CanCompleteQuest(questId)) |