avoid somehow having quest id 0 passed into the db

This commit is contained in:
Emagi 2023-04-03 20:23:02 -04:00
parent b62b842bf2
commit 78b4a09627

View file

@ -11538,7 +11538,7 @@ void Client::SaveQuestRewardData(bool force_refresh) {
GetCharacterID(), index, questID, (*itr)->is_temporary, (*itr)->is_collection, (*itr)->has_displayed, (*itr)->tmp_coin, (*itr)->tmp_status, database.getSafeEscapeString((*itr)->description.c_str()).c_str()); GetCharacterID(), index, questID, (*itr)->is_temporary, (*itr)->is_collection, (*itr)->has_displayed, (*itr)->tmp_coin, (*itr)->tmp_status, database.getSafeEscapeString((*itr)->description.c_str()).c_str());
(*itr)->db_saved = true; (*itr)->db_saved = true;
(*itr)->db_index = index; (*itr)->db_index = index;
if((*itr)->is_temporary) { if(questID && (*itr)->is_temporary) {
std::vector<Item*> items; std::vector<Item*> items;
GetPlayer()->GetQuestTemporaryRewards(questID, &items); GetPlayer()->GetQuestTemporaryRewards(questID, &items);
if(!force_refresh && items.size() > 0) { if(!force_refresh && items.size() > 0) {