From fb2aebe46be7439a8f9b99067edb27fd844c1a28 Mon Sep 17 00:00:00 2001 From: xinef1 Date: Thu, 2 Mar 2017 00:10:15 +0100 Subject: Core/Misc: Always reward all necessary reputations on creature kill (#19106) --- src/server/game/Reputation/ReputationMgr.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'src/server/game/Reputation/ReputationMgr.cpp') diff --git a/src/server/game/Reputation/ReputationMgr.cpp b/src/server/game/Reputation/ReputationMgr.cpp index 325c1e9dd36..b0c7538da05 100644 --- a/src/server/game/Reputation/ReputationMgr.cpp +++ b/src/server/game/Reputation/ReputationMgr.cpp @@ -285,7 +285,7 @@ void ReputationMgr::Initialize() } } -bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental) +bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly) { sScriptMgr->OnPlayerReputationChange(_player, factionEntry->ID, standing, incremental); bool res = false; @@ -349,7 +349,10 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi FactionStateList::iterator faction = _factions.find(factionEntry->reputationListID); if (faction != _factions.end()) { - res = SetOneFactionReputation(factionEntry, standing, incremental); + // if we update spillover only, do not update main reputation (rank exceeds creature reward rate) + if (!spillOverOnly) + res = SetOneFactionReputation(factionEntry, standing, incremental); + // only this faction gets reported to client, even if it has no own visible standing SendState(&faction->second); } -- cgit v1.2.3