Core/SpawnTracking: Allow linking a spawn to more than one quest objective
Port From (https://github.com/TrinityCore/TrinityCore/commit/138b1b1a21ff871b54f1f2bd815de30a93b803eb)
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@@ -854,7 +854,7 @@ namespace Game
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responseInfo.ObjectID = requestInfo.ObjectID;
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var spawnTrackingTemplateData = Global.ObjectMgr.GetSpawnTrackingData(requestInfo.SpawnTrackingID);
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QuestObjective activeQuestObjective = _player.GetActiveQuestObjectiveForForSpawnTracking(requestInfo.SpawnTrackingID);
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QuestObjective activeQuestObjective = _player.GetActiveQuestObjectiveForSpawnTracking(requestInfo.SpawnTrackingID);
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// Send phase info if map is the same or spawn tracking related quests are taken or completed
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if (spawnTrackingTemplateData != null && (_player.GetMapId() == spawnTrackingTemplateData.MapId || activeQuestObjective != null))
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@@ -881,7 +881,7 @@ namespace Game
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if (activeQuestObjective != null)
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{
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SpawnTrackingState state = _player.GetSpawnTrackingStateByObjective(requestInfo.SpawnTrackingID, activeQuestObjective.Id);
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SpawnTrackingState state = _player.GetSpawnTrackingStateByObjectives(requestInfo.SpawnTrackingID, data.spawnTrackingQuestObjectives);
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responseInfo.Visible = data.spawnTrackingStates[(int)state].Visible;
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break;
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}
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