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-rw-r--r--src/server/game/Entities/Player/Player.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 95b64c80410..b0d182d4497 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -453,7 +453,6 @@ bool Player::Create(ObjectGuid::LowType guidlow, WorldPackets::Character::Charac
}
}
-
// set initial homebind position
SetHomebind(*this, GetAreaId());
@@ -14118,7 +14117,6 @@ void Player::ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool
if (pEnchant->RequiredSkillID > 0 && pEnchant->RequiredSkillRank > GetSkillValue(pEnchant->RequiredSkillID))
return;
-
// If we're dealing with a gem inside a prismatic socket we need to check the prismatic socket requirements
// rather than the gem requirements itself. If the socket has no color it is a prismatic socket.
if ((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3))
@@ -16443,7 +16441,6 @@ bool Player::GetQuestRewardStatus(uint32 quest_id) const
if (qInfo->IsSeasonal() && !qInfo->IsRepeatable())
return !SatisfyQuestSeasonal(qInfo, false);
-
// for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
if (!qInfo->IsRepeatable())
return IsQuestRewarded(quest_id);