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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@@ -360,7 +360,6 @@ namespace Game
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case TypeId.Player:
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{
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//For AutoSubmition was added plr case there as it almost same exclute AI script cases.
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Unit unitQGiver = obj.ToUnit();
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// Send next quest
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Quest nextQuest = _player.GetNextQuest(packet.QuestGiverGUID, quest);
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if (nextQuest != null)
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@@ -376,9 +375,9 @@ namespace Game
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}
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_player.PlayerTalkClass.ClearMenus();
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var qGiverAI = unitQGiver.GetAI();
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if (qGiverAI != null)
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qGiverAI.QuestReward(_player, quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID);
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Creature creatureQGiver = obj.ToCreature();
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if (creatureQGiver != null)
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creatureQGiver.GetAI().QuestReward(_player, quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID);
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break;
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}
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case TypeId.GameObject:
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