diff options
author | Shauren <shauren.trinity@gmail.com> | 2022-07-03 22:22:45 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2022-07-03 22:22:45 +0200 |
commit | 306022054bec6010a63e80407c8d2f8d672b935b (patch) | |
tree | 9e8ea7d66e8dd1eed95cf38f89b5b6a8eafeedb3 /src/server/game/Events/GameEventMgr.cpp | |
parent | 19a627b23ee2fb00d48fdf24fbdcefeae775455e (diff) |
Revert "Core/Event: prevent seasonal quests from resetting at server restart (#17455)"
This reverts commit 6a8ca9b0bf6f7cd355e1994723d6be6a5003d4d4.
Diffstat (limited to 'src/server/game/Events/GameEventMgr.cpp')
-rw-r--r-- | src/server/game/Events/GameEventMgr.cpp | 14 |
1 files changed, 2 insertions, 12 deletions
diff --git a/src/server/game/Events/GameEventMgr.cpp b/src/server/game/Events/GameEventMgr.cpp index 3346b1625c1..78c6741a8e8 100644 --- a/src/server/game/Events/GameEventMgr.cpp +++ b/src/server/game/Events/GameEventMgr.cpp @@ -144,9 +144,6 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite) if (data.end <= data.start) data.end = data.start + data.length; } - - // When event is started, set its worldstate to current time - sWorld->setWorldState(event_id, GameTime::GetGameTime()); return false; } else @@ -182,9 +179,6 @@ 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; @@ -1069,8 +1063,6 @@ 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 %u is not active", itr->first); if (IsActiveEvent(itr)) deactivate.insert(itr); @@ -1154,10 +1146,8 @@ 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) |