diff options
-rw-r--r-- | sql/updates/world/2013_06_29_00_world_phase_definitions_434.sql | 2 | ||||
-rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 4 |
2 files changed, 6 insertions, 0 deletions
diff --git a/sql/updates/world/2013_06_29_00_world_phase_definitions_434.sql b/sql/updates/world/2013_06_29_00_world_phase_definitions_434.sql new file mode 100644 index 00000000000..c78620f72d1 --- /dev/null +++ b/sql/updates/world/2013_06_29_00_world_phase_definitions_434.sql @@ -0,0 +1,2 @@ +ALTER TABLE `phase_definitions` + CHANGE COLUMN `phaseId` `phaseId` SMALLINT(5) UNSIGNED NOT NULL DEFAULT '0' AFTER `phasemask`; 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) |