Core/AI: Kick Gossip functions upstairs, from UnitAI to CreatureAI - they only make sense for Creatures anyway.
Port From (https://github.com/TrinityCore/TrinityCore/commit/0aed5a35efd0305c1c3046430a1b348f2049a1c5)
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@@ -1854,18 +1854,20 @@ namespace Game.Entities
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{
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case TypeId.GameObject:
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{
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QuestGiverStatus questStatus = questgiver.ToGameObject().GetAI().GetDialogStatus(this);
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if (questStatus != QuestGiverStatus.ScriptedDefault)
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return questStatus;
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QuestGiverStatus? questStatus = questgiver.ToGameObject().GetAI().GetDialogStatus(this);
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if (questStatus.HasValue)
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return questStatus.Value;
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qr = Global.ObjectMgr.GetGOQuestRelationBounds(questgiver.GetEntry());
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qir = Global.ObjectMgr.GetGOQuestInvolvedRelationBounds(questgiver.GetEntry());
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break;
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}
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case TypeId.Unit:
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{
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QuestGiverStatus questStatus = questgiver.ToCreature().GetAI().GetDialogStatus(this);
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if (questStatus != QuestGiverStatus.ScriptedDefault)
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return questStatus;
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QuestGiverStatus? questStatus = questgiver.ToCreature().GetAI().GetDialogStatus(this);
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if (questStatus.HasValue)
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return questStatus.Value;
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qr = Global.ObjectMgr.GetCreatureQuestRelationBounds(questgiver.GetEntry());
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qir = Global.ObjectMgr.GetCreatureQuestInvolvedRelationBounds(questgiver.GetEntry());
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break;
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