Core/Players: unlock the item appearance of unselected quest rewards as well when rewarding quests
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@@ -15400,14 +15400,20 @@ void Player::RewardQuest(Quest const* quest, LootItemType rewardType, uint32 rew
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{
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for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
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{
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if (quest->RewardChoiceItemId[i] && quest->RewardChoiceItemType[i] == LootItemType::Item && quest->RewardChoiceItemId[i] == rewardId)
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if (quest->RewardChoiceItemId[i] && quest->RewardChoiceItemType[i] == LootItemType::Item)
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{
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ItemPosCountVec dest;
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if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, rewardId, quest->RewardChoiceItemCount[i]) == EQUIP_ERR_OK)
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if (quest->RewardChoiceItemId[i] == rewardId)
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{
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Item* item = StoreNewItem(dest, rewardId, true, GenerateItemRandomBonusListId(rewardId), {}, ItemContext::Quest_Reward);
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SendNewItem(item, quest->RewardChoiceItemCount[i], true, false);
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ItemPosCountVec dest;
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if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, rewardId, quest->RewardChoiceItemCount[i]) == EQUIP_ERR_OK)
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{
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Item* item = StoreNewItem(dest, rewardId, true, GenerateItemRandomBonusListId(rewardId), {}, ItemContext::Quest_Reward);
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SendNewItem(item, quest->RewardChoiceItemCount[i], true, false);
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}
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}
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// Add the remaining item appearances for the quest if possible
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GetSession()->GetCollectionMgr()->AddItemAppearance(quest->RewardChoiceItemId[i]);
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}
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}
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}
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