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Quest Hooks

#1 User is offline   eatos92 

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Posted 22 April 2013 - 09:40 AM

Recently I have been coding somethings in arc and i noticed a weird bug i hope so it is bug else i dont see reason for that...
When ever i use OnQuestFinished hook in QuestScript it sends twice the thing i wanted it to do on Quest finished...
Once when objective is complete, and once When you press Complete Quest?
Is there a really reason for that?

Also another question i may have...I have tried to activate a single map cell through the script but i have failed miserably.Then i tried to load all maps cell, and it wasn't that good eaither...
So question is: Is there a simple way to active only single cell on map for example MapCell[14][25]?

Ok..Double Quest complete sending is fixed by removing from
void QuestLogEntry::SendQuestComplete()
{
	WorldPacket data(4);
	data.SetOpcode(SMSG_QUESTUPDATE_COMPLETE);
	data << m_quest->id;
	m_plr->GetSession()->SendPacket(&data);
	m_plr->UpdateNearbyGameObjects();
	CALL_QUESTSCRIPT_EVENT(this, OnQuestComplete)(m_plr, this);
}


CALL_QUESTSCRIPT_EVENT(this,OnQuestComplete)(m_plr,this);
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#2 User is offline   WAmadeus 

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Posted 23 April 2013 - 11:25 AM

Is
SendQuestComplete()

Called from where? If you remove that line, you can break other things...

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#3 User is offline   eatos92 

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Posted 23 April 2013 - 02:51 PM

SendQuestComplete(), is called in every incremental hook, for killing count, gathering count, objective count..
But if you simply remove the hook call CALL_QUESTSCRIPT_EVENT(this, OnQuestComplete)(m_plr, this);
It doesn't break anything, it just fixes annoying double sending..
I have tested it and i can confirm it doesn't break anything :)
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