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path: root/src/server/game/Quests/QuestObjectiveCriteriaMgr.cpp
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-rw-r--r--src/server/game/Quests/QuestObjectiveCriteriaMgr.cpp32
1 files changed, 0 insertions, 32 deletions
diff --git a/src/server/game/Quests/QuestObjectiveCriteriaMgr.cpp b/src/server/game/Quests/QuestObjectiveCriteriaMgr.cpp
index fe0efd9e1ef..a72c213a042 100644
--- a/src/server/game/Quests/QuestObjectiveCriteriaMgr.cpp
+++ b/src/server/game/Quests/QuestObjectiveCriteriaMgr.cpp
@@ -164,38 +164,6 @@ void QuestObjectiveCriteriaMgr::SaveToDB(CharacterDatabaseTransaction trans)
}
}
-void QuestObjectiveCriteriaMgr::ResetCriteria(CriteriaFailEvent failEvent, int32 failAsset, bool evenIfCriteriaComplete)
-{
- TC_LOG_DEBUG("criteria.quest", "QuestObjectiveCriteriaMgr::ResetCriteria({}, {}, {})", uint32(failEvent), failAsset, evenIfCriteriaComplete ? "true" : "false");
-
- // disable for gamemasters with GM-mode enabled
- if (_owner->IsGameMaster())
- return;
-
- if (CriteriaList const* playerCriteriaList = sCriteriaMgr->GetCriteriaByFailEvent(failEvent, failAsset))
- {
- for (Criteria const* playerCriteria : *playerCriteriaList)
- {
- std::vector<CriteriaTree const*> const* trees = sCriteriaMgr->GetCriteriaTreesByCriteria(playerCriteria->ID);
- bool allComplete = true;
- for (CriteriaTree const* tree : *trees)
- {
- // don't update already completed criteria if not forced
- if (!(IsCompletedCriteriaTree(tree) && !evenIfCriteriaComplete))
- {
- allComplete = false;
- break;
- }
- }
-
- if (allComplete)
- continue;
-
- RemoveCriteriaProgress(playerCriteria);
- }
- }
-}
-
void QuestObjectiveCriteriaMgr::ResetCriteriaTree(uint32 criteriaTreeId)
{
CriteriaTree const* tree = sCriteriaMgr->GetCriteriaTree(criteriaTreeId);