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-rw-r--r--src/server/game/Entities/Player/Player.cpp8
1 files changed, 2 insertions, 6 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 188294332ac..2fcf09032c2 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -16931,7 +16931,7 @@ void Player::ItemAddedQuestCheck(uint32 entry, uint32 count)
UpdateQuestObjectiveProgress(QUEST_OBJECTIVE_ITEM, entry, count);
}
-void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count)
+void Player::ItemRemovedQuestCheck(uint32 entry, uint32 /*count*/)
{
for (QuestObjectiveStatusMap::value_type const& objectiveItr : Trinity::Containers::MapEqualRange(m_questObjectiveStatus, { QUEST_OBJECTIVE_ITEM, entry }))
{
@@ -16943,11 +16943,7 @@ void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count)
if (!IsQuestObjectiveCompletable(logSlot, quest, objective))
continue;
- int32 curItemCount = GetQuestSlotObjectiveData(logSlot, objective);
- if (curItemCount >= objective.Amount) // we may have more than what the status shows
- curItemCount = GetItemCount(entry, false);
-
- int32 newItemCount = (int32(count) > curItemCount) ? 0 : curItemCount - count;
+ int32 newItemCount = GetItemCount(entry, false); // we may have more than what the status shows, so we have to iterate inventory
if (newItemCount < objective.Amount)
{