{
_logger.LogInformation("Reload, resetting curent quest progress");
- _startedQuest = null;
- _nextQuest = null;
- _gatheringQuest = null;
- _pendingQuest = null;
- _simulatedQuest = null;
- _safeAnimationEnd = DateTime.MinValue;
-
- DebugState = null;
+ ResetInternalState();
_questRegistry.Reload();
_singlePlayerDutyConfigComponent.Reload();
}
}
+ private void ResetInternalState()
+ {
+ _startedQuest = null;
+ _nextQuest = null;
+ _gatheringQuest = null;
+ _pendingQuest = null;
+ _simulatedQuest = null;
+ _safeAnimationEnd = DateTime.MinValue;
+
+ DebugState = null;
+ }
+
public void Update()
{
unsafe
{
DebugState = null;
+ if (!_clientState.IsLoggedIn)
+ {
+ ResetInternalState();
+ DebugState = "Not logged in";
+ return;
+ }
+
if (_pendingQuest != null)
{
if (!_questFunctions.IsQuestAccepted(_pendingQuest.Quest.Id))