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Core/ConditionMgr: added CONDITION_QUEST_COMPLETE, conditionValue1: questiID, true if player has the quest in the questlog as 'completed'
--HG-- branch : trunk
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@@ -90,6 +90,12 @@ bool Condition::Meets(Player * player, Unit* invoker)
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condMeets = (status == QUEST_STATUS_INCOMPLETE);
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break;
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}
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case CONDITION_QUEST_COMPLETE:
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{
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QuestStatus status = player->GetQuestStatus(mConditionValue1);
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condMeets = (status == QUEST_STATUS_COMPLETE);
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break;
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}
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case CONDITION_QUEST_NONE:
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{
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QuestStatus status = player->GetQuestStatus(mConditionValue1);
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@@ -1116,6 +1122,7 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
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case CONDITION_QUESTREWARDED:
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case CONDITION_QUESTTAKEN:
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case CONDITION_QUEST_NONE:
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case CONDITION_QUEST_COMPLETE:
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{
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Quest const *Quest = sObjectMgr.GetQuestTemplate(cond->mConditionValue1);
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if (!Quest)
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@@ -55,7 +55,8 @@ enum ConditionType
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CONDITION_SPELL = 25, // spell_id 0 +referenceID true if knows spell
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CONDITION_NOITEM = 26, // item_id bank +referenceID true if player does not have any of the item (if 'bank' is set it searches in bank slots too)
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CONDITION_LEVEL = 27, // level opt +referenceID true if player's level is equal to param1 (param2 can modify the statement)
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CONDITION_MAX = 28 // MAX
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CONDITION_QUEST_COMPLETE = 28, // quest_id 0 +referenceID true if player has quest_id with all objectives complete, but not yet rewarded
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CONDITION_MAX = 29 // MAX
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};
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enum LevelConditionType
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