Whack questgivers in the head with a bat to make them properly show ! or ? properly depending on the questtype they hand out
Patch by Liberate --HG-- branch : trunk
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+2
-2
@@ -13752,7 +13752,7 @@ bool Player::CanCompleteQuest(uint32 quest_id)
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return false;
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// auto complete quest
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if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
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if ((qInfo->IsAutoComplete() || qInfo->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && CanTakeQuest(qInfo, false))
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return true;
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if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
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@@ -13827,7 +13827,7 @@ bool Player::CanCompleteRepeatableQuest(Quest const *pQuest)
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bool Player::CanRewardQuest(Quest const *pQuest, bool msg)
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{
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// not auto complete quest and not completed quest (only cheating case, then ignore without message)
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if (!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
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if (!pQuest->IsAutoComplete() && !(pQuest->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
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return false;
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// daily quest can't be rewarded (25 daily quest already completed)
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@@ -44,7 +44,7 @@ Quest::Quest(Field * questRecord)
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RequiredMaxRepValue = questRecord[17].GetInt32();
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SuggestedPlayers = questRecord[18].GetUInt32();
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LimitTime = questRecord[19].GetUInt32();
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QuestFlags = questRecord[20].GetUInt16();
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QuestFlags = questRecord[20].GetUInt32();
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uint32 SpecialFlags = questRecord[21].GetUInt16();
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CharTitleId = questRecord[22].GetUInt32();
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PlayersSlain = questRecord[23].GetUInt32();
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@@ -246,7 +246,10 @@ void WorldSession::HandleQuestgiverQueryQuestOpcode(WorldPacket & recv_data)
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Quest const* pQuest = objmgr.GetQuestTemplate(quest);
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if (pQuest)
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{
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_player->PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, pObject->GetGUID(), true);
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if (pQuest->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE)
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_player->PlayerTalkClass->SendQuestGiverRequestItems(pQuest, pObject->GetGUID(), _player->CanCompleteQuest(pQuest->GetQuestId()), true);
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else
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_player->PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, pObject->GetGUID(), true);
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}
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}
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