diff --git a/src/game/Object/Player.cpp b/src/game/Object/Player.cpp index 4e7bf76cd..7224ceda9 100644 --- a/src/game/Object/Player.cpp +++ b/src/game/Object/Player.cpp @@ -1953,13 +1953,6 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati return true; } -void Player::SetRandomWinner(bool isWinner) -{ - m_IsBGRandomWinner = isWinner; - if (m_IsBGRandomWinner) - CharacterDatabase.PExecute("INSERT INTO character_battleground_random (guid) VALUES ('%u')", GetGUIDLow()); -} - bool Player::TeleportToBGEntryPoint() { ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE); diff --git a/src/game/Object/Player.h b/src/game/Object/Player.h index 0b5fa81fc..cb557099d 100644 --- a/src/game/Object/Player.h +++ b/src/game/Object/Player.h @@ -1095,8 +1095,6 @@ class Player : public Unit bool TeleportToBGEntryPoint(); - void SetRandomWinner(bool isWinner); - void SetSummonPoint(uint32 mapid, float x, float y, float z) { m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY; diff --git a/src/game/WorldHandlers/World.cpp b/src/game/WorldHandlers/World.cpp index 613ce6e8a..6882e11ee 100644 --- a/src/game/WorldHandlers/World.cpp +++ b/src/game/WorldHandlers/World.cpp @@ -1583,13 +1583,9 @@ void World::Update(uint32 diff) for (int i = 0; i < WUPDATE_COUNT; ++i) { if (m_timers[i].GetCurrent() >= 0) - { - m_timers[i].Update(diff); - } + { m_timers[i].Update(diff); } else - { - m_timers[i].SetCurrent(0); - } + { m_timers[i].SetCurrent(0); } } ///- Update the game time and check for shutdown time @@ -1598,24 +1594,9 @@ void World::Update(uint32 diff) ///-Update mass mailer tasks if any sMassMailMgr.Update(); - /// Handle daily quests and dungeon reset time + /// Handle daily quests reset time if (m_gameTime > m_NextDailyQuestReset) - { ResetDailyQuests(); - sLFGMgr.ResetDailyRecords(); - } - - /// Handle weekly quests reset time - if (m_gameTime > m_NextWeeklyQuestReset) - ResetWeeklyQuests(); - - /// Handle monthly quests reset time - if (m_gameTime > m_NextMonthlyQuestReset) - ResetMonthlyQuests(); - - /// Handle random battlegrounds reset time - if (m_gameTime > m_NextRandomBGReset) - ResetRandomBG(); ///