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authorOvah <dreadkiller@gmx.de>2022-02-26 23:18:34 +0100
committerGitHub <noreply@github.com>2022-02-26 23:18:34 +0100
commitcec71e83017bd22036a80c7747535ac3c9ee60d4 (patch)
tree5fc5acf0a62e1bdb9ef5a5057568d50ec78c3190
parent8fe7748f30122e13f6d1b83db69a39cd1c1f2448 (diff)
Core/Quests: Do not tell the client to request questgiver details for the next quest in chain on quest reward if the player cannot accept it yet (#27816)
This fixes an issue that was causing the gossip UI to get stuck when the client tried to request questgiver details that it wasnt allowed to retrieve yet
-rw-r--r--src/server/game/Entities/Player/Player.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index de466cd4b5b..7f726f8a9bd 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -17428,7 +17428,8 @@ void Player::SendQuestReward(Quest const* quest, Creature const* questGiver, uin
else if (questGiver->IsQuestGiver())
packet.LaunchQuest = true;
else if (quest->GetNextQuestInChain() && !quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
- packet.UseQuestReward = true;
+ if (Quest const* rewardQuest = sObjectMgr->GetQuestTemplate(quest->GetNextQuestInChain()))
+ packet.UseQuestReward = CanTakeQuest(rewardQuest, false);
}
packet.HideChatMessage = hideChatMessage;