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fix(Core/Spell): EffectQuestComplete, set quest to rewarded instead of complete (#20358)
set quest to rewarded instead of complete when targetted by SPELL_EFFECT_QUEST_COMPLETE Prevents people from ending up with strange quests in their quest logs. https://github.com/TrinityCore/TrinityCore/commit/6d62f852acf3e1a3ee57cde2442832280aee814 Co-authored-by: SnapperRy <snapperryen@gmail.com>
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@@ -1433,6 +1433,7 @@ public:
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void CompleteQuest(uint32 quest_id);
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void IncompleteQuest(uint32 quest_id);
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void RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce = true, bool isLFGReward = false);
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void SetRewardedQuest(uint32 quest_id);
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void FailQuest(uint32 quest_id);
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bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const;
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bool SatisfyQuestLevel(Quest const* qInfo, bool msg) const;
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@@ -819,8 +819,7 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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SetSeasonalQuestStatus(quest_id);
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RemoveActiveQuest(quest_id, false);
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m_RewardedQuests.insert(quest_id);
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m_RewardedQuestsSave[quest_id] = true;
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SetRewardedQuest(quest_id);
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if (announce)
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SendQuestReward(quest, XP);
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@@ -877,6 +876,12 @@ void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver,
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sScriptMgr->OnPlayerCompleteQuest(this, quest);
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}
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void Player::SetRewardedQuest(uint32 quest_id)
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{
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m_RewardedQuests.insert(quest_id);
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m_RewardedQuestsSave[quest_id] = true;
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}
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void Player::FailQuest(uint32 questId)
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{
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if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
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