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Core/Quests: Fixed gameobject sparkle state for lootable quest items by moving ItemAddedQuestCheck/ItemRemovedQuestCheck after item is added/removed
This is neccessary so that GameObject::BuildValuesUpdate from BuildValuesUpdateBlockForPlayer picks up correct inventory state and sets GO_DYNFLAG_LO_ACTIVATE
(cherry picked from commit 449bd9058b)
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@@ -489,8 +489,8 @@ void WorldSession::HandleSellItemOpcode(WorldPackets::Item::SellItem& packet)
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}
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else
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{
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_player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
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_player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
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_player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
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RemoveItemFromUpdateQueueOf(pItem, _player);
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_player->AddItemToBuyBackSlot(pItem);
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}
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