From dad86f5bce429e780fd0c4983bec0c52e52e4573 Mon Sep 17 00:00:00 2001 From: jackpoz Date: Wed, 31 Jul 2019 21:09:35 +0200 Subject: Core/GameEvent: Fix OnGameEvent() hook not being called on Creature/GameObject spawned by the event itself Hook broken since it was added in 1b2c413933f19aec82371a5b55cba9c3b3ded43a (cherry picked from commit d9ae19d974a8026b0fd4eb8b1d11fa59c758f5d1) --- src/server/game/Events/GameEventMgr.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'src/server') 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) -- cgit v1.2.3