Core/Quests: check if a player can take the next quest provided by its query data before trying to request its details
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@@ -16519,7 +16519,8 @@ void Player::SendQuestReward(Quest const* quest, Creature const* questGiver, uin
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if (questGiver->IsGossip() && quest->HasFlag(QUEST_FLAGS_LAUNCH_GOSSIP_COMPLETE))
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if (questGiver->IsGossip() && quest->HasFlag(QUEST_FLAGS_LAUNCH_GOSSIP_COMPLETE))
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packet.LaunchGossip = true;
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packet.LaunchGossip = true;
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else if (quest->GetNextQuestInChain() && !quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
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else if (quest->GetNextQuestInChain() && !quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
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packet.UseQuestReward = true;
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if (Quest const* quest = sObjectMgr->GetQuestTemplate(quest->GetNextQuestInChain()))
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packet.UseQuestReward = CanTakeQuest(quest, false);
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}
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}
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SendDirectMessage(packet.Write());
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SendDirectMessage(packet.Write());
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