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[11295] Load achievment system state before laoding other character data.
This prevent lost detected achievement criteria update or have unexpected criteria update event at character data loading like skills/spells/itemts/etc. Achievment system state load by self not dependent from other character data (checked after all data loading in CheckAllAchievementCriteria() call.
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3 changed files with 8 additions and 2 deletions
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@ -535,6 +535,9 @@ void AchievementMgr::SaveToDB()
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void AchievementMgr::LoadFromDB(QueryResult *achievementResult, QueryResult *criteriaResult)
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{
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// Note: this code called before any character data loading so don't must triggering any events req. inventory/etc
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// all like cases must be happens in CheckAllAchievementCriteria called after character data load
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if(achievementResult)
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{
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do
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@ -15321,6 +15321,10 @@ bool Player::LoadFromDB(ObjectGuid guid, SqlQueryHolder *holder )
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SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
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// just load creteria/achievment data, safe call before any load, and need, because some spell/item/quest loading
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// can triggering achievment creteria update that will be lost if this call will later
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m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
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uint32 money = fields[8].GetUInt32();
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if(money > MAX_MONEY_AMOUNT)
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money = MAX_MONEY_AMOUNT;
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@ -15856,7 +15860,6 @@ bool Player::LoadFromDB(ObjectGuid guid, SqlQueryHolder *holder )
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_LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
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m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
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m_achievementMgr.CheckAllAchievementCriteria();
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_LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11294"
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#define REVISION_NR "11295"
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#endif // __REVISION_NR_H__
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