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	Current phase wasn't being loaded in. Fixed.
This commit is contained in:
		| @@ -786,7 +786,8 @@ namespace FFXIVClassic_Map_Server | ||||
|                         slot, | ||||
|                         questId, | ||||
|                         questData, | ||||
|                         questFlags | ||||
|                         questFlags, | ||||
|                         currentPhase | ||||
|                         FROM characters_quest_scenario WHERE characterId = @charId"; | ||||
|                     | ||||
|                     cmd = new MySqlCommand(query, conn); | ||||
| @@ -799,6 +800,7 @@ namespace FFXIVClassic_Map_Server | ||||
|                             player.playerWork.questScenario[index] = 0xA0F00000 | reader.GetUInt32(1); | ||||
|                             string questData = null; | ||||
|                             uint questFlags = 0; | ||||
|                             uint currentPhase = 0; | ||||
|  | ||||
|                             if (!reader.IsDBNull(2)) | ||||
|                                 questData = reader.GetString(2); | ||||
| @@ -810,8 +812,11 @@ namespace FFXIVClassic_Map_Server | ||||
|                             else | ||||
|                                 questFlags = 0; | ||||
|  | ||||
|                             if (!reader.IsDBNull(4)) | ||||
|                                 currentPhase = reader.GetUInt32(4); | ||||
|  | ||||
|                             string questName = Server.GetStaticActors(player.playerWork.questScenario[index]).actorName; | ||||
|                             player.questScenario[index] = new Quest(player, player.playerWork.questScenario[index], questName, questData, questFlags); | ||||
|                             player.questScenario[index] = new Quest(player, player.playerWork.questScenario[index], questName, questData, questFlags, currentPhase); | ||||
|                         } | ||||
|                     } | ||||
|  | ||||
|   | ||||
| @@ -1091,7 +1091,7 @@ namespace FFXIVClassic_Map_Server.Actors | ||||
|                 return; | ||||
|  | ||||
|             playerWork.questScenario[freeSlot] = id; | ||||
|             questScenario[freeSlot] = new Quest(this, playerWork.questScenario[freeSlot], name, null, 0); | ||||
|             questScenario[freeSlot] = new Quest(this, playerWork.questScenario[freeSlot], name, null, 0, 0); | ||||
|             Database.SaveQuest(this, questScenario[freeSlot]); | ||||
|             SendQuestClientUpdate(freeSlot); | ||||
|  | ||||
| @@ -1165,7 +1165,7 @@ namespace FFXIVClassic_Map_Server.Actors | ||||
|                     { | ||||
|                         Actor actor = Server.GetStaticActors((0xA0F00000 | newId)); | ||||
|                         playerWork.questScenario[i] = (0xA0F00000 | newId); | ||||
|                         questScenario[i] = new Quest(this, playerWork.questScenario[i], actor.actorName, null, 0); | ||||
|                         questScenario[i] = new Quest(this, playerWork.questScenario[i], actor.actorName, null, 0, 0); | ||||
|                         Database.SaveQuest(this, questScenario[i]); | ||||
|                         SendQuestClientUpdate(i); | ||||
|                         break; | ||||
|   | ||||
| @@ -9,7 +9,7 @@ namespace FFXIVClassic_Map_Server.Actors | ||||
|     class Quest : Actor | ||||
|     { | ||||
|         private Player owner; | ||||
|         private int currentPhase = 0; | ||||
|         private uint currentPhase = 0; | ||||
|         private uint questFlags = 0; | ||||
|         private Dictionary<string, Object> questData = new Dictionary<string, object>(); | ||||
|  | ||||
| @@ -19,7 +19,7 @@ namespace FFXIVClassic_Map_Server.Actors | ||||
|             actorName = name;             | ||||
|         } | ||||
|  | ||||
|         public Quest(Player owner, uint actorID, string name, string questDataJson, uint questFlags) | ||||
|         public Quest(Player owner, uint actorID, string name, string questDataJson, uint questFlags, uint currentPhase) | ||||
|             : base(actorID) | ||||
|         { | ||||
|             this.owner = owner; | ||||
| @@ -33,6 +33,8 @@ namespace FFXIVClassic_Map_Server.Actors | ||||
|  | ||||
|             if (questData == null) | ||||
|                 questData = new Dictionary<string, object>(); | ||||
|  | ||||
|             this.currentPhase = currentPhase; | ||||
|         } | ||||
|         | ||||
|         public void SetQuestData(string dataName, object data) | ||||
| @@ -94,12 +96,12 @@ namespace FFXIVClassic_Map_Server.Actors | ||||
|                 return (questFlags & (1 << bitIndex)) == (1 << bitIndex); | ||||
|         } | ||||
|  | ||||
|         public int GetPhase() | ||||
|         public uint GetPhase() | ||||
|         { | ||||
|             return currentPhase; | ||||
|         } | ||||
|  | ||||
|         public void NextPhase(int phaseNumber) | ||||
|         public void NextPhase(uint phaseNumber) | ||||
|         { | ||||
|             currentPhase = phaseNumber; | ||||
|             owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25116, 0x20, (object)GetQuestId()); | ||||
|   | ||||
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