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Core/Pooling: Quest pooling rewrite: (PR#23627)
- Split quest pooling from PoolMgr (into QuestPoolMgr)
- Proper saving/restoring on server restart
- No more hacking into sObjectMgr to insert/remove available quests
(cherry picked from commit a5e73e41c0)
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@@ -258,15 +258,13 @@ void WorldSession::HandleQueryQuestCompletionNPCs(WorldPackets::Query::QueryQues
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questCompletionNPC.QuestID = questID;
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auto creatures = sObjectMgr->GetCreatureQuestInvolvedRelationReverseBounds(questID);
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for (auto it = creatures.first; it != creatures.second; ++it)
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questCompletionNPC.NPCs.push_back(it->second);
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for (auto const& creatures : sObjectMgr->GetCreatureQuestInvolvedRelationReverseBounds(questID))
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questCompletionNPC.NPCs.push_back(creatures.second);
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auto gos = sObjectMgr->GetGOQuestInvolvedRelationReverseBounds(questID);
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for (auto it = gos.first; it != gos.second; ++it)
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questCompletionNPC.NPCs.push_back(it->second | 0x80000000); // GO mask
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for (auto const& gos : sObjectMgr->GetGOQuestInvolvedRelationReverseBounds(questID))
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questCompletionNPC.NPCs.push_back(gos.second | 0x80000000); // GO mask
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response.QuestCompletionNPCs.push_back(questCompletionNPC);
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response.QuestCompletionNPCs.push_back(std::move(questCompletionNPC));
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}
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SendPacket(response.Write());
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