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authorShauren <shauren.trinity@gmail.com>2024-12-08 00:23:38 +0100
committerShauren <shauren.trinity@gmail.com>2024-12-08 00:23:38 +0100
commit4e89a302fcce7644bcd8cf239edad3b409950438 (patch)
tree3bffaa439377f092840d757d74f09c40004f4411 /src/server/game/Entities/Player
parent6da1679cbfdc56cd5f1cab7148f645916bccecc1 (diff)
Core/Quests: Improved criteria tree quest objective type
* Fixed _completedObjectives not being cleaned when adding quest * Fixed objective credit being granted if just the criteria tree row containing criteria id was completed (instead of the entire tree linked to objective) * Retroactively grant progress on quest accept for criteria types that require action that cannot be repeated (such as learning a spell)
Diffstat (limited to 'src/server/game/Entities/Player')
-rw-r--r--src/server/game/Entities/Player/Player.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index f71eba989dd..7ec14e6ac99 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -14892,7 +14892,7 @@ void Player::AddQuest(Quest const* quest, Object* questGiver)
GetReputationMgr().SetVisible(factionEntry);
break;
case QUEST_OBJECTIVE_CRITERIA_TREE:
- m_questObjectiveCriteriaMgr->ResetCriteriaTree(obj.ObjectID);
+ m_questObjectiveCriteriaMgr->ResetCriteriaTree(&obj);
break;
default:
break;