Erik Strandberg authored and Aokromes committed 2017-12-10 00:37:21 +00:00
1 parent dcc4d29276
commit a3b16c040b
122 files changed
+6029 -5246

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+24 -31
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@@ -89,13 +89,12 @@ void WorldSession::HandleQuestgiverHelloOpcode(WorldPacket& recvData)
// Stop the npc if moving
creature->StopMoving();
if (sScriptMgr->OnGossipHello(_player, creature))
_player->PlayerTalkClass->ClearMenus();
if (creature->AI()->GossipHello(_player))
return;
_player->PrepareGossipMenu(creature, creature->GetCreatureTemplate()->GossipMenuId, true);
_player->SendPreparedGossip(creature);
creature->AI()->sGossipHello(_player);
}
void WorldSession::HandleQuestgiverAcceptQuestOpcode(WorldPacket& recvData)
@@ -308,48 +307,42 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode(WorldPacket& recvData)
case TYPEID_UNIT:
case TYPEID_PLAYER:
{
//For AutoSubmition was added plr case there as it almost same exclute AI script cases.
Creature* creatureQGiver = object->ToCreature();
if (!creatureQGiver || !sScriptMgr->OnQuestReward(_player, creatureQGiver, quest, reward))
// Send next quest
if (Quest const* nextQuest = _player->GetNextQuest(guid, quest))
{
// Send next quest
if (Quest const* nextQuest = _player->GetNextQuest(guid, quest))
// Only send the quest to the player if the conditions are met
if (_player->CanTakeQuest(nextQuest, false))
{
// Only send the quest to the player if the conditions are met
if (_player->CanTakeQuest(nextQuest, false))
{
if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
_player->AddQuestAndCheckCompletion(nextQuest, object);
if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
_player->AddQuestAndCheckCompletion(nextQuest, object);
_player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true, false);
}
_player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true, false);
}
if (creatureQGiver)
creatureQGiver->AI()->sQuestReward(_player, quest, reward);
}
_player->PlayerTalkClass->ClearMenus();
if (Creature* creatureQGiver = object->ToCreature())
creatureQGiver->AI()->QuestReward(_player, quest, reward);
break;
}
case TYPEID_GAMEOBJECT:
{
GameObject* questGiver = object->ToGameObject();
if (!sScriptMgr->OnQuestReward(_player, questGiver, quest, reward))
// Send next quest
if (Quest const* nextQuest = _player->GetNextQuest(guid, quest))
{
// Send next quest
if (Quest const* nextQuest = _player->GetNextQuest(guid, quest))
// Only send the quest to the player if the conditions are met
if (_player->CanTakeQuest(nextQuest, false))
{
// Only send the quest to the player if the conditions are met
if (_player->CanTakeQuest(nextQuest, false))
{
if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
_player->AddQuestAndCheckCompletion(nextQuest, object);
if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
_player->AddQuestAndCheckCompletion(nextQuest, object);
_player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true, false);
}
_player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true, false);
}
questGiver->AI()->QuestReward(_player, quest, reward);
}
_player->PlayerTalkClass->ClearMenus();
if (GameObject* questGiver = object->ToGameObject())
questGiver->AI()->QuestReward(_player, quest, reward);
break;
}
default: