@@ -141,9 +141,6 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
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if (data.end <= data.start )
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data.end = data.start + data.length * MINUTE;
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}
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-
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- // When event is started, set its worldstate to current time
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- sWorld ->setWorldState (event_id, GameTime::GetGameTime ());
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return false ;
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}
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else
@@ -179,9 +176,6 @@ void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
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RemoveActiveEvent (event_id);
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UnApplyEvent (event_id);
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- // When event is stopped, clean up its worldstate
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- sWorld ->setWorldState (event_id, 0 );
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-
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if (overwrite && !serverwide_evt)
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{
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data.start = GameTime::GetGameTime () - data.length * MINUTE;
@@ -1106,8 +1100,6 @@ uint32 GameEventMgr::Update() // return the next e
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}
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else
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{
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- // If event is inactive, periodically clean up its worldstate
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- sWorld ->setWorldState (itr, 0 );
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// TC_LOG_DEBUG("misc", "GameEvent {} is not active", itr->first);
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if (IsActiveEvent (itr))
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deactivate.insert (itr);
@@ -1191,10 +1183,8 @@ void GameEventMgr::ApplyNewEvent(uint16 event_id)
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// ! Run SAI scripts with SMART_EVENT_GAME_EVENT_START
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RunSmartAIScripts (event_id, true );
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- // If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests.
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- // 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.
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- if (sWorld ->getWorldState (event_id) == 0 )
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- sWorld ->ResetEventSeasonalQuests (event_id);
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+ // check for seasonal quest reset.
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+ sWorld ->ResetEventSeasonalQuests (event_id);
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}
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void GameEventMgr::UpdateEventNPCFlags (uint16 event_id)
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