From d399daab597144c9c1f813e0443c6f12963beeae Mon Sep 17 00:00:00 2001 From: Machiavelli Date: Thu, 13 Jan 2011 23:06:59 +0100 Subject: Core/Quests: Resolve ambiguity between QUEST_STATUS_COMPLETED and rewarded state by implementing QUEST_STATUS_REWARDED. The latter is not used in the database explicitly, only in the core. This is to prevent overhead by iterating over the rewarded quests storage multiple times. All relevant upper level code has been updated accordingly to the best of my ability. --- src/server/game/Spells/SpellEffects.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Spells/SpellEffects.cpp') diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 622b0a10177..d75aaa6ea22 100755 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -4864,7 +4864,7 @@ void Spell::EffectScriptEffect(SpellEffIndex effIndex) uint32 spellID = SpellMgr::CalculateSpellEffectAmount(m_spellInfo, 0); uint32 questID = SpellMgr::CalculateSpellEffectAmount(m_spellInfo, 1); - if (unitTarget->ToPlayer()->GetQuestStatus(questID) == QUEST_STATUS_COMPLETE && !unitTarget->ToPlayer()->GetQuestRewardStatus (questID)) + if (unitTarget->ToPlayer()->GetQuestStatus(questID) == QUEST_STATUS_COMPLETE) unitTarget->CastSpell(unitTarget, spellID, true); return; -- cgit v1.2.3