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-rw-r--r--src/server/game/Events/GameEventMgr.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/server/game/Events/GameEventMgr.cpp b/src/server/game/Events/GameEventMgr.cpp
index aa56c361f00..b7f7998e911 100644
--- a/src/server/game/Events/GameEventMgr.cpp
+++ b/src/server/game/Events/GameEventMgr.cpp
@@ -1133,9 +1133,6 @@ void GameEventMgr::ApplyNewEvent(uint16 event_id)
TC_LOG_INFO("gameevent", "GameEvent %u \"%s\" started.", event_id, mGameEvent[event_id].description.c_str());
- //! Run SAI scripts with SMART_EVENT_GAME_EVENT_END
- RunSmartAIScripts(event_id, true);
-
// spawn positive event tagget objects
GameEventSpawn(event_id);
// un-spawn negative event tagged objects
@@ -1152,6 +1149,10 @@ void GameEventMgr::ApplyNewEvent(uint16 event_id)
UpdateEventNPCVendor(event_id, true);
// update bg holiday
UpdateBattlegroundSettings();
+
+ //! Run SAI scripts with SMART_EVENT_GAME_EVENT_START
+ RunSmartAIScripts(event_id, true);
+
// If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests.
// When event ends (if it expires or if it's stopped via commands) worldstate will be set to 0 again, ready for another seasonal quest reset.
if (sWorld->getWorldState(event_id) == 0)