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authorJeremy <Golrag@users.noreply.github.com>2024-03-28 19:29:22 +0100
committerGitHub <noreply@github.com>2024-03-28 19:29:22 +0100
commitbe11f42a16d1fa0482e9572bf54e99e4dedd3c78 (patch)
tree3d33413d7ed5cada34d7ced7f430380731160d5b /src/server/game/Handlers/QuestHandler.cpp
parent78635f640ee3b632a487a50dcf492ae62c2a0933 (diff)
Core/Battlegrounds: Move to scripts (#29799)
* Introduce new BattlegroundScript class for map/bg specific scripts * Remove all sub, zone specific, battleground classes except Arena * Move all bg zone scripts to new BattlegroundScripts class in script folder * Remove ZoneScript from Battleground class * Remove some unused hooks from Battleground
Diffstat (limited to 'src/server/game/Handlers/QuestHandler.cpp')
-rw-r--r--src/server/game/Handlers/QuestHandler.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/server/game/Handlers/QuestHandler.cpp b/src/server/game/Handlers/QuestHandler.cpp
index db244e2f877..38245779846 100644
--- a/src/server/game/Handlers/QuestHandler.cpp
+++ b/src/server/game/Handlers/QuestHandler.cpp
@@ -378,9 +378,6 @@ 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);
}
}