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Remove redundant script event calling when changing the time
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@ -350,12 +350,6 @@ public class Player implements PlayerHook, FieldFetch {
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world.changeTime(gameTime);
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}
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// Trigger the script event for game time update.
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var questManager = this.getQuestManager();
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questManager.queueEvent(QuestCond.QUEST_COND_IS_DAYTIME);
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questManager.queueEvent(QuestCond.QUEST_COND_TIME_VAR_GT_EQ);
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questManager.queueEvent(QuestCond.QUEST_COND_TIME_VAR_PASS_DAY);
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this.save();
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}
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@ -522,10 +522,6 @@ public class World implements Iterable<Player> {
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*/
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public void changeTime(long gameTime) {
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this.currentWorldTime = gameTime;
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// Trigger script events.
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this.players.forEach(
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player -> player.getQuestManager().queueEvent(QuestContent.QUEST_CONTENT_GAME_TIME_TICK));
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}
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/**
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