do not set a quest to failed if it's rewarded or has no status at all (not taken).
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@@ -148,17 +148,13 @@ namespace Game.AI
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{
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Player member = groupRef.GetSource();
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if (member)
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if (member.GetQuestStatus(m_pQuestForEscort.Id) == QuestStatus.Incomplete)
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member.FailQuest(m_pQuestForEscort.Id);
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}
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}
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else
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{
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if (player.GetQuestStatus(m_pQuestForEscort.Id) == QuestStatus.Incomplete)
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player.FailQuest(m_pQuestForEscort.Id);
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}
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}
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}
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public override void JustRespawned()
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{
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@@ -153,19 +153,13 @@ namespace Game.AI
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{
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Player member = groupRef.GetSource();
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if (member)
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{
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if (member.GetQuestStatus(m_pQuestForFollow.Id) == QuestStatus.Incomplete)
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member.FailQuest(m_pQuestForFollow.Id);
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}
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}
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}
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else
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{
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if (player.GetQuestStatus(m_pQuestForFollow.Id) == QuestStatus.Incomplete)
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player.FailQuest(m_pQuestForFollow.Id);
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}
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}
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}
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public override void JustRespawned()
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{
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@@ -235,7 +235,7 @@ namespace Game.AI
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if (!fail && player.IsAtGroupRewardDistance(me) && player.GetCorpse() == null)
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player.GroupEventHappens(mEscortQuestID, me);
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if (fail && player.GetQuestStatus(mEscortQuestID) == QuestStatus.Incomplete)
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if (fail)
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player.FailQuest(mEscortQuestID);
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Group group = player.GetGroup();
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@@ -247,7 +247,7 @@ namespace Game.AI
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if (!fail && groupGuy.IsAtGroupRewardDistance(me) && !groupGuy.GetCorpse())
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groupGuy.AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && groupGuy.GetQuestStatus(mEscortQuestID) == QuestStatus.Incomplete)
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else if (fail)
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groupGuy.FailQuest(mEscortQuestID);
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}
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}
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@@ -261,7 +261,7 @@ namespace Game.AI
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Player player = obj.ToPlayer();
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if (!fail && player.IsAtGroupRewardDistance(me) && player.GetCorpse() == null)
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player.AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && player.GetQuestStatus(mEscortQuestID) == QuestStatus.Incomplete)
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else if (fail)
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player.FailQuest(mEscortQuestID);
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}
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}
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