@@ -141,9 +141,6 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
141141 if (data.end <= data.start )
142142 data.end = data.start + data.length * MINUTE;
143143 }
144-
145- // When event is started, set its worldstate to current time
146- sWorld ->setWorldState (event_id, GameTime::GetGameTime ());
147144 return false ;
148145 }
149146 else
@@ -179,9 +176,6 @@ void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
179176 RemoveActiveEvent (event_id);
180177 UnApplyEvent (event_id);
181178
182- // When event is stopped, clean up its worldstate
183- sWorld ->setWorldState (event_id, 0 );
184-
185179 if (overwrite && !serverwide_evt)
186180 {
187181 data.start = GameTime::GetGameTime () - data.length * MINUTE;
@@ -1106,8 +1100,6 @@ uint32 GameEventMgr::Update() // return the next e
11061100 }
11071101 else
11081102 {
1109- // If event is inactive, periodically clean up its worldstate
1110- sWorld ->setWorldState (itr, 0 );
11111103 // TC_LOG_DEBUG("misc", "GameEvent {} is not active", itr->first);
11121104 if (IsActiveEvent (itr))
11131105 deactivate.insert (itr);
@@ -1191,10 +1183,8 @@ void GameEventMgr::ApplyNewEvent(uint16 event_id)
11911183 // ! Run SAI scripts with SMART_EVENT_GAME_EVENT_START
11921184 RunSmartAIScripts (event_id, true );
11931185
1194- // If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests.
1195- // 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.
1196- if (sWorld ->getWorldState (event_id) == 0 )
1197- sWorld ->ResetEventSeasonalQuests (event_id);
1186+ // check for seasonal quest reset.
1187+ sWorld ->ResetEventSeasonalQuests (event_id);
11981188}
11991189
12001190void GameEventMgr::UpdateEventNPCFlags (uint16 event_id)
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