diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h index b00468be5..778ae0a83 100644 --- a/src/server/game/Entities/Player/Player.h +++ b/src/server/game/Entities/Player/Player.h @@ -1433,6 +1433,7 @@ public: void CompleteQuest(uint32 quest_id); void IncompleteQuest(uint32 quest_id); void RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce = true, bool isLFGReward = false); + void SetRewardedQuest(uint32 quest_id); void FailQuest(uint32 quest_id); bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const; bool SatisfyQuestLevel(Quest const* qInfo, bool msg) const; diff --git a/src/server/game/Entities/Player/PlayerQuest.cpp b/src/server/game/Entities/Player/PlayerQuest.cpp index b566d2d76..ef2bbb9ed 100644 --- a/src/server/game/Entities/Player/PlayerQuest.cpp +++ b/src/server/game/Entities/Player/PlayerQuest.cpp @@ -819,8 +819,7 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, SetSeasonalQuestStatus(quest_id); RemoveActiveQuest(quest_id, false); - m_RewardedQuests.insert(quest_id); - m_RewardedQuestsSave[quest_id] = true; + SetRewardedQuest(quest_id); if (announce) SendQuestReward(quest, XP); @@ -877,6 +876,12 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, sScriptMgr->OnPlayerCompleteQuest(this, quest); } +void Player::SetRewardedQuest(uint32 quest_id) +{ + m_RewardedQuests.insert(quest_id); + m_RewardedQuestsSave[quest_id] = true; +} + void Player::FailQuest(uint32 questId) { if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId)) diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 811dea160..ace8a1b51 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -4771,8 +4771,8 @@ void Spell::EffectQuestComplete(SpellEffIndex effIndex) uint16 logSlot = player->FindQuestSlot(questId); if (logSlot < MAX_QUEST_LOG_SIZE) player->AreaExploredOrEventHappens(questId); - else if (player->CanTakeQuest(quest, false)) // never rewarded before - player->CompleteQuest(questId); // quest not in log - for internal use + else if (player->CanTakeQuest(quest, false)) // Check if the quest has already been turned in. + player->SetRewardedQuest(questId); // If not, set status to rewarded without broadcasting it to client. } }