Fixes repeatable quests, and fixes sending request items when turning in a auto accept quest and the next one in chain is auto accept. this will make it so the quest text shows up.
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@@ -298,7 +298,7 @@ namespace Game.Entities
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if (status == QuestStatus.Complete)
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if (status == QuestStatus.Complete)
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qm.AddMenuItem(quest_id, 4);
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qm.AddMenuItem(quest_id, 4);
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else if (status == QuestStatus.Incomplete)
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else if (status == QuestStatus.Incomplete)
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qm.AddMenuItem(quest_id, 4);
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qm.AddMenuItem(quest_id, 2);
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}
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}
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foreach (var quest_id in objectQR)
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foreach (var quest_id in objectQR)
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@@ -1774,10 +1774,10 @@ namespace Game.Entities
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Quest quest = Global.ObjectMgr.GetQuestTemplate(questId);
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Quest quest = Global.ObjectMgr.GetQuestTemplate(questId);
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if (quest != null)
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if (quest != null)
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{
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{
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QuestStatus oldStatus = m_QuestStatus[questId].Status;
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if (!m_QuestStatus.ContainsKey(questId))
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if (!m_QuestStatus.ContainsKey(questId))
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m_QuestStatus[questId] = new QuestStatusData();
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m_QuestStatus[questId] = new QuestStatusData();
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QuestStatus oldStatus = m_QuestStatus[questId].Status;
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m_QuestStatus[questId].Status = status;
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m_QuestStatus[questId].Status = status;
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if (!quest.IsAutoComplete())
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if (!quest.IsAutoComplete())
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m_QuestStatusSave[questId] = QuestSaveType.Default;
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m_QuestStatusSave[questId] = QuestSaveType.Default;
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