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[10592] Make GO type 2 activate/deactivate
As with similar GO's that are not interactable (gameobject_template.flags|4) as default, GO's of type 2 becomes active when player can take a quest (or deliver quest). Signed-off-by: NoFantasy <nofantasy@nf.no>
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4 changed files with 48 additions and 3 deletions
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@ -725,6 +725,34 @@ bool GameObject::ActivateToQuest(Player *pTarget)const
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switch(GetGoType())
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{
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case GAMEOBJECT_TYPE_QUESTGIVER:
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{
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// Not fully clear when GO's can activate/deactivate
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// For cases where GO has additional (except quest itself),
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// these conditions are not sufficient/will fail.
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// Never expect flags|4 for these GO's? (NF-note: It doesn't appear it's expected)
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const QuestRelations &qRel = sObjectMgr.mGOQuestRelations;
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for(QuestRelations::const_iterator itr = qRel.lower_bound(GetEntry()); itr != qRel.upper_bound(GetEntry()); ++itr)
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{
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const Quest *qInfo = sObjectMgr.GetQuestTemplate(itr->second);
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if (pTarget->CanTakeQuest(qInfo, false))
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return true;
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}
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const QuestRelations &qInRel = sObjectMgr.mGOQuestInvolvedRelations;
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for(QuestRelations::const_iterator itr = qInRel.lower_bound(GetEntry()); itr != qInRel.upper_bound(GetEntry()); ++itr)
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{
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if ((pTarget->GetQuestStatus(itr->second) == QUEST_STATUS_INCOMPLETE || pTarget->GetQuestStatus(itr->second) == QUEST_STATUS_COMPLETE)
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&& !pTarget->GetQuestRewardStatus(itr->second))
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return true;
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}
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break;
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}
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// scan GO chest with loot including quest items
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case GAMEOBJECT_TYPE_CHEST:
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{
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