fix(Scripts/Commands): Re-spawn pool quests after reload quest starters (#24696)

Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
This commit is contained in:
blinkysc
2026-02-13 02:42:13 -06:00
committed by GitHub
parent 504f5a186e
commit 7fc57744d9
4 changed files with 319 additions and 0 deletions

View File

@@ -30,6 +30,7 @@
#include "MapMgr.h"
#include "MotdMgr.h"
#include "ObjectMgr.h"
#include "PoolMgr.h"
#include "ScriptMgr.h"
#include "ServerMailMgr.h"
#include "SkillDiscovery.h"
@@ -270,6 +271,7 @@ public:
LOG_INFO("server.loading", "Reloading Quests Relations...");
sObjectMgr->LoadQuestStartersAndEnders();
sPoolMgr->ReSpawnPoolQuests();
handler->SendGlobalGMSysMessage("DB tables `*_queststarter` and `*_questender` reloaded.");
return true;
}
@@ -490,6 +492,7 @@ public:
{
LOG_INFO("server.loading", "Loading Quests Relations... (`creature_queststarter`)");
sObjectMgr->LoadCreatureQuestStarters();
sPoolMgr->ReSpawnPoolQuests();
handler->SendGlobalGMSysMessage("DB table `creature_queststarter` reloaded.");
return true;
}
@@ -532,6 +535,7 @@ public:
{
LOG_INFO("server.loading", "Loading Quests Relations... (`gameobject_queststarter`)");
sObjectMgr->LoadGameobjectQuestStarters();
sPoolMgr->ReSpawnPoolQuests();
handler->SendGlobalGMSysMessage("DB table `gameobject_queststarter` reloaded.");
return true;
}