Core/Quest: do not set a quest to failed if it's rewarded or has no status at all (not taken).
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@@ -221,7 +221,7 @@ void SmartAI::EndPath(bool fail)
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if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
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player->GroupEventHappens(mEscortQuestID, me);
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if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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if (fail)
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player->FailQuest(mEscortQuestID);
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if (Group* group = player->GetGroup())
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@@ -232,7 +232,7 @@ void SmartAI::EndPath(bool fail)
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if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
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groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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else if (fail)
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groupGuy->FailQuest(mEscortQuestID);
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}
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}
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@@ -246,7 +246,7 @@ void SmartAI::EndPath(bool fail)
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Player* player = (*iter)->ToPlayer();
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if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
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player->AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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else if (fail)
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player->FailQuest(mEscortQuestID);
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}
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}
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