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fix(Scripts/Commands): Re-spawn pool quests after reload quest starters (#24696)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
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@@ -30,6 +30,7 @@
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#include "MapMgr.h"
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#include "MotdMgr.h"
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#include "ObjectMgr.h"
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#include "PoolMgr.h"
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#include "ScriptMgr.h"
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#include "ServerMailMgr.h"
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#include "SkillDiscovery.h"
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@@ -270,6 +271,7 @@ public:
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LOG_INFO("server.loading", "Reloading Quests Relations...");
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sObjectMgr->LoadQuestStartersAndEnders();
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sPoolMgr->ReSpawnPoolQuests();
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handler->SendGlobalGMSysMessage("DB tables `*_queststarter` and `*_questender` reloaded.");
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return true;
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}
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@@ -490,6 +492,7 @@ public:
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{
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LOG_INFO("server.loading", "Loading Quests Relations... (`creature_queststarter`)");
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sObjectMgr->LoadCreatureQuestStarters();
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sPoolMgr->ReSpawnPoolQuests();
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handler->SendGlobalGMSysMessage("DB table `creature_queststarter` reloaded.");
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return true;
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}
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@@ -532,6 +535,7 @@ public:
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{
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LOG_INFO("server.loading", "Loading Quests Relations... (`gameobject_queststarter`)");
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sObjectMgr->LoadGameobjectQuestStarters();
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sPoolMgr->ReSpawnPoolQuests();
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handler->SendGlobalGMSysMessage("DB table `gameobject_queststarter` reloaded.");
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return true;
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}
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