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authorNaios <naios-dev@live.de>2013-06-29 15:44:32 +0200
committerNaios <naios-dev@live.de>2013-06-29 15:44:32 +0200
commit642ed8a5d27734bee5ccafb3ae3646d2bee74659 (patch)
tree1dba02245d08ce838309591dd597289028fb0c6e /src
parent13bd999b7dda6726f9741f708f0865343da4d7a4 (diff)
Core/PhaseMgr: Fixed an updateleak that occured if the rewarded quest hadn't requirements
* Fixed the range for phase ids in the phase_definition table * solves http://www.trinitycore.org/f/topic/8737-condition-quest-rewarded-dosnt-work-instantly/
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Player/Player.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 153f6c3da89..5f82f07234f 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -15396,6 +15396,10 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
m_RewardedQuests.insert(quest_id);
m_RewardedQuestsSave[quest_id] = true;
+ PhaseUpdateData phaseUdateData;
+ phaseUdateData.AddQuestUpdate(quest_id);
+ phaseMgr.NotifyConditionChanged(phaseUdateData);
+
// StoreNewItem, mail reward, etc. save data directly to the database
// to prevent exploitable data desynchronisation we save the quest status to the database too
// (to prevent rewarding this quest another time while rewards were already given out)