Core/Quests: Show quest details windows if there's only one quest in gossip menu, even if questgiver doesn't have gossip npc flag
Port From (https://github.com/TrinityCore/TrinityCore/commit/8b93fc57211eaf47a12772d2b620453dfd21070a)
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@@ -334,32 +334,25 @@ namespace Game.Entities
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if (quest != null)
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{
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if (qmi0.QuestIcon == 4)
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{
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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 if (!source.HasQuest(questId) && !source.HasInvolvedQuest(questId))
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PlayerTalkClass.SendCloseGossip();
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else
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{
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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 (quest.IsAutoAccept() && CanAddQuest(quest, true) && CanTakeQuest(quest, true))
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AddQuestAndCheckCompletion(quest, source);
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if (!source.IsTypeId(TypeId.Unit) || source.ToUnit().HasNpcFlag(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, source);
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if (quest.IsAutoComplete() && quest.IsRepeatable() && !quest.IsDailyOrWeekly())
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PlayerTalkClass.SendQuestGiverRequestItems(quest, source.GetGUID(), CanCompleteRepeatableQuest(quest), true);
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else
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PlayerTalkClass.SendQuestGiverQuestDetails(quest, source.GetGUID(), true, false);
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if (quest.IsAutoComplete() && quest.IsRepeatable() && !quest.IsDailyOrWeekly())
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PlayerTalkClass.SendQuestGiverRequestItems(quest, source.GetGUID(), CanCompleteRepeatableQuest(quest), true);
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else
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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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return;
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}
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}
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