Core/Quests: Quest flag fixups
* Update flag names * Implemented QUEST_FLAGS_COMPLETION_NO_DEATH and QUEST_FLAGS_FAIL_ON_LOGOUT * Started using QUEST_FLAGS_COMPLETION_EVENT and QUEST_FLAGS_COMPLETION_AREA_TRIGGER instead of a custom SpeclalFlag * Renamed Quest::IsAutoComplete to Quest::IsTurnIn to better describe what it means (a quest that can be turned in without accepting it to quest log) * Implemented QUEST_FLAGS_UPDATE_PHASESHIFT and removed forced phaseshift updates on every quest status change * Implemented QUEST_FLAGS_LAUNCH_GOSSIP_ACCEPT - reopens gossip menu with questgiver Port From (https://github.com/TrinityCore/TrinityCore/commit/4d4c7e68935df9ca40bd5539d602ac4e779f53d5)
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@@ -3362,7 +3362,7 @@ namespace Game.Spells
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ushort logSlot = player.FindQuestSlot(questId);
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if (logSlot < SharedConst.MaxQuestLogSize)
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player.AreaExploredOrEventHappens(questId);
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else if (quest.HasFlag(QuestFlags.Tracking)) // Check if the quest is used as a serverside flag.
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else if (quest.HasFlag(QuestFlags.TrackingEvent)) // Check if the quest is used as a serverside flag.
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player.SetRewardedQuest(questId); // If so, set status to rewarded without broadcasting it to client.
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}
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}
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