Makes Auto-accepted quests show up the way they should. They should work perfectly again now.
--HG-- branch : trunk
This commit is contained in:
@@ -13918,7 +13918,7 @@ void Player::SendPreparedQuest(uint64 guid)
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return;
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return;
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}
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}
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if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_AUTO_ACCEPT) && CanAddQuest(pQuest, true))
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if (pQuest->IsAutoAccept() && CanAddQuest(pQuest, true))
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{
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{
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AddQuest(pQuest, pObject);
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AddQuest(pQuest, pObject);
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if (CanCompleteQuest(quest_id))
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if (CanCompleteQuest(quest_id))
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@@ -143,6 +143,8 @@ Quest::Quest(Field * questRecord)
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QuestCompleteScript = questRecord[143].GetUInt32();
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QuestCompleteScript = questRecord[143].GetUInt32();
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QuestFlags |= SpecialFlags << 20;
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QuestFlags |= SpecialFlags << 20;
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if (QuestFlags & QUEST_TRINITY_FLAGS_AUTO_ACCEPT)
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QuestFlags |= QUEST_FLAGS_AUTO_ACCEPT;
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m_reqitemscount = 0;
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m_reqitemscount = 0;
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m_reqCreatureOrGOcount = 0;
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m_reqCreatureOrGOcount = 0;
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@@ -246,7 +246,7 @@ class Quest
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bool IsDaily() const { return QuestFlags & QUEST_FLAGS_DAILY; }
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bool IsDaily() const { return QuestFlags & QUEST_FLAGS_DAILY; }
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bool IsWeekly() const { return QuestFlags & QUEST_FLAGS_WEEKLY; }
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bool IsWeekly() const { return QuestFlags & QUEST_FLAGS_WEEKLY; }
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bool IsDailyOrWeekly() const { return QuestFlags & (QUEST_FLAGS_DAILY | QUEST_FLAGS_WEEKLY); }
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bool IsDailyOrWeekly() const { return QuestFlags & (QUEST_FLAGS_DAILY | QUEST_FLAGS_WEEKLY); }
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bool IsAutoAccept() const { return QuestFlags & QUEST_TRINITY_FLAGS_AUTO_ACCEPT; }
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bool IsAutoAccept() const { return QuestFlags & QUEST_FLAGS_AUTO_ACCEPT; }
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bool IsRaidQuest() const { return Type == QUEST_TYPE_RAID || Type == QUEST_TYPE_RAID_10 || Type == QUEST_TYPE_RAID_25; }
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bool IsRaidQuest() const { return Type == QUEST_TYPE_RAID || Type == QUEST_TYPE_RAID_10 || Type == QUEST_TYPE_RAID_25; }
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bool IsAllowedInRaid() const;
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bool IsAllowedInRaid() const;
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@@ -246,7 +246,7 @@ void WorldSession::HandleQuestgiverQueryQuestOpcode(WorldPacket & recv_data)
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Quest const* pQuest = objmgr.GetQuestTemplate(quest);
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Quest const* pQuest = objmgr.GetQuestTemplate(quest);
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if (pQuest)
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if (pQuest)
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{
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{
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if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_AUTO_ACCEPT) && _player->CanAddQuest(pQuest, true))
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if (pQuest->IsAutoAccept() && _player->CanAddQuest(pQuest, true))
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{
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{
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_player->AddQuest(pQuest, pObject);
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_player->AddQuest(pQuest, pObject);
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if (_player->CanCompleteQuest(quest))
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if (_player->CanCompleteQuest(quest))
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