Core/Battlegrounds: Move to scripts And a lot of misc commits i couldn't recover.
Port From (https://github.com/TrinityCore/TrinityCore/commit/d0d5d309bb5877dc2fcb27f6cb123707a31ec1e8)
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@@ -348,10 +348,6 @@ namespace Game
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{
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if (GetPlayer().CanRewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, true)) // Then check if player can receive the reward item (if inventory is not full, if player doesn't have too many unique items, and so on). If not, the client will close the gossip window
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{
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Battleground bg = _player.GetBattleground();
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if (bg != null)
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bg.HandleQuestComplete(packet.QuestID, _player);
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GetPlayer().RewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, obj);
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}
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}
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@@ -650,13 +646,20 @@ namespace Game
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continue;
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}
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if (!receiver.SatisfyQuestReputation(quest, false))
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if (!receiver.SatisfyQuestMinReputation(quest, false))
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{
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sender.SendPushToPartyResponse(receiver, QuestPushReason.LowFaction);
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receiver.SendPushToPartyResponse(sender, QuestPushReason.LowFactionToRecipient, quest);
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continue;
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}
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if (!receiver.SatisfyQuestMaxReputation(quest, false))
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{
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sender.SendPushToPartyResponse(receiver, QuestPushReason.HighFaction);
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receiver.SendPushToPartyResponse(sender, QuestPushReason.HighFactionToRecipient, quest);
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continue;
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}
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if (!receiver.SatisfyQuestDependentQuests(quest, false))
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{
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sender.SendPushToPartyResponse(receiver, QuestPushReason.Prerequisite);
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