From 5dca7309f4db9de348525987d236cd03657ef21f Mon Sep 17 00:00:00 2001 From: Shauren Date: Sat, 9 Jul 2022 00:09:54 +0200 Subject: Core/Battlegrounds: Fixed AV turnins being counted when opening quest completion UI instead after completing the quest --- src/server/game/Handlers/QuestHandler.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src') diff --git a/src/server/game/Handlers/QuestHandler.cpp b/src/server/game/Handlers/QuestHandler.cpp index ff08b69dcfc..e4c82e64af5 100644 --- a/src/server/game/Handlers/QuestHandler.cpp +++ b/src/server/game/Handlers/QuestHandler.cpp @@ -382,6 +382,9 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode(WorldPackets::Quest::Quest { if (_player->CanRewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, true)) // Then check if player can receive the reward item (if inventory is not full, if player doesn't have too many unique items, and so on). If not, the client will close the gossip window { + if (Battleground* bg = _player->GetBattleground()) + bg->HandleQuestComplete(packet.QuestID, _player); + _player->RewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, object); switch (object->GetTypeId()) @@ -594,9 +597,6 @@ void WorldSession::HandleQuestgiverCompleteQuest(WorldPackets::Quest::QuestGiver return; } - if (Battleground* bg = _player->GetBattleground()) - bg->HandleQuestComplete(packet.QuestID, _player); - if (_player->GetQuestStatus(packet.QuestID) != QUEST_STATUS_COMPLETE) { if (quest->IsRepeatable()) -- cgit v1.2.3