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Core/SpawnTracking: Check if the objective is completable to get correct spawn tracking state (#30923)
(cherry picked from commit 553ce72707)
# Conflicts:
# src/server/game/Entities/Player/Player.cpp
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@@ -16232,6 +16232,23 @@ bool Player::IsQuestObjectiveCompletable(uint16 slot, Quest const* quest, QuestO
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return true;
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}
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bool Player::IsQuestObjectiveCompletable(uint32 questId, uint32 objectiveId) const
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{
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Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
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if (!quest)
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return false;
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uint16 slot = FindQuestSlot(questId);
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if (slot >= MAX_QUEST_LOG_SIZE)
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return false;
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QuestObjective const* obj = sObjectMgr->GetQuestObjective(objectiveId);
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if (!obj)
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return false;
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return IsQuestObjectiveCompletable(slot, quest, *obj);
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}
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bool Player::IsQuestObjectiveComplete(uint16 slot, Quest const* quest, QuestObjective const& objective) const
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{
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switch (objective.Type)
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@@ -1647,6 +1647,7 @@ class TC_GAME_API Player final : public Unit, public GridObject<Player>
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int32 GetQuestObjectiveData(QuestObjective const& objective) const;
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void SetQuestObjectiveData(QuestObjective const& objective, int32 data);
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bool IsQuestObjectiveCompletable(uint16 slot, Quest const* quest, QuestObjective const& objective) const;
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bool IsQuestObjectiveCompletable(uint32 questId, uint32 objectiveId) const;
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bool IsQuestObjectiveComplete(uint16 slot, Quest const* quest, QuestObjective const& objective) const;
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bool IsQuestObjectiveComplete(uint32 questId, uint32 objectiveId) const;
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bool IsQuestObjectiveProgressBarComplete(uint16 slot, Quest const* quest) const;
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