Core/Quests: Ported quest greeting locales
Core/Misc: Misc fixes
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@@ -280,7 +280,7 @@ namespace Game.Entities
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}
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}
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public void SendPreparedQuest(ObjectGuid guid)
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public void SendPreparedQuest(WorldObject source)
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{
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QuestMenu questMenu = PlayerTalkClass.GetQuestMenu();
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if (questMenu.IsEmpty())
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@@ -298,36 +298,35 @@ namespace Game.Entities
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{
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if (qmi0.QuestIcon == 4)
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{
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PlayerTalkClass.SendQuestGiverRequestItems(quest, guid, CanRewardQuest(quest, false), true);
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PlayerTalkClass.SendQuestGiverRequestItems(quest, source.GetGUID(), CanRewardQuest(quest, false), true);
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return;
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}
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// Send completable on repeatable and autoCompletable quest if player don't have quest
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// @todo verify if check for !quest.IsDaily() is really correct (possibly not)
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else
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{
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WorldObject obj = Global.ObjAccessor.GetObjectByTypeMask(this, guid, TypeMask.Unit | TypeMask.GameObject | TypeMask.Item);
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if (!obj || (!obj.hasQuest(questId) && !obj.hasInvolvedQuest(questId)))
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if (!source.hasQuest(questId) && !source.hasInvolvedQuest(questId))
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{
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PlayerTalkClass.SendCloseGossip();
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return;
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}
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if (!obj.IsTypeId(TypeId.Unit) || obj.HasFlag64(UnitFields.NpcFlags, NPCFlags.Gossip))
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if (!source.IsTypeId(TypeId.Unit) || source.HasFlag64(UnitFields.NpcFlags, NPCFlags.Gossip))
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{
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if (quest.IsAutoAccept() && CanAddQuest(quest, true) && CanTakeQuest(quest, true))
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AddQuestAndCheckCompletion(quest, obj);
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AddQuestAndCheckCompletion(quest, source);
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if (quest.IsAutoComplete() && quest.IsRepeatable() && !quest.IsDailyOrWeekly())
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PlayerTalkClass.SendQuestGiverRequestItems(quest, guid, CanCompleteRepeatableQuest(quest), true);
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PlayerTalkClass.SendQuestGiverRequestItems(quest, source.GetGUID(), CanCompleteRepeatableQuest(quest), true);
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else
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PlayerTalkClass.SendQuestGiverQuestDetails(quest, guid, true, false);
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PlayerTalkClass.SendQuestGiverQuestDetails(quest, source.GetGUID(), true, false);
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return;
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}
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}
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}
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}
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PlayerTalkClass.SendQuestGiverQuestListMessage(guid);
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PlayerTalkClass.SendQuestGiverQuestListMessage(source);
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}
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public bool IsActiveQuest(uint quest_id)
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@@ -2443,7 +2443,7 @@ namespace Game.Entities
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{
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if (PlayerTalkClass.GetGossipMenu().IsEmpty() && !PlayerTalkClass.GetQuestMenu().IsEmpty())
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{
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SendPreparedQuest(source.GetGUID());
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SendPreparedQuest(source);
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return;
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}
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}
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@@ -2518,7 +2518,7 @@ namespace Game.Entities
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break;
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case GossipOption.Questgiver:
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PrepareQuestMenu(guid);
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SendPreparedQuest(guid);
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SendPreparedQuest(source);
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break;
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case GossipOption.Vendor:
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case GossipOption.Armorer:
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