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authorShauren <shauren.trinity@gmail.com>2022-07-09 00:09:54 +0200
committerShauren <shauren.trinity@gmail.com>2022-07-09 00:09:54 +0200
commit5dca7309f4db9de348525987d236cd03657ef21f (patch)
tree28e674c1872d1e794a4117d8837efef79afc6dbc /src/server/game/Handlers/QuestHandler.cpp
parent490b6f88d4ceae982da8877e50b20070a8f4f978 (diff)
Core/Battlegrounds: Fixed AV turnins being counted when opening quest completion UI instead after completing the quest
Diffstat (limited to 'src/server/game/Handlers/QuestHandler.cpp')
-rw-r--r--src/server/game/Handlers/QuestHandler.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Handlers/QuestHandler.cpp b/src/server/game/Handlers/QuestHandler.cpp
index ff08b69dcfc..e4c82e64af5 100644
--- a/src/server/game/Handlers/QuestHandler.cpp
+++ b/src/server/game/Handlers/QuestHandler.cpp
@@ -382,6 +382,9 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode(WorldPackets::Quest::Quest
{
if (_player->CanRewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, true)) // Then check if player can receive the reward item (if inventory is not full, if player doesn't have too many unique items, and so on). If not, the client will close the gossip window
{
+ if (Battleground* bg = _player->GetBattleground())
+ bg->HandleQuestComplete(packet.QuestID, _player);
+
_player->RewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, object);
switch (object->GetTypeId())
@@ -594,9 +597,6 @@ void WorldSession::HandleQuestgiverCompleteQuest(WorldPackets::Quest::QuestGiver
return;
}
- if (Battleground* bg = _player->GetBattleground())
- bg->HandleQuestComplete(packet.QuestID, _player);
-
if (_player->GetQuestStatus(packet.QuestID) != QUEST_STATUS_COMPLETE)
{
if (quest->IsRepeatable())