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-rw-r--r--src/server/game/Handlers/QuestHandler.cpp36
1 files changed, 13 insertions, 23 deletions
diff --git a/src/server/game/Handlers/QuestHandler.cpp b/src/server/game/Handlers/QuestHandler.cpp
index ac18a10c9a9..7f87aa90257 100644
--- a/src/server/game/Handlers/QuestHandler.cpp
+++ b/src/server/game/Handlers/QuestHandler.cpp
@@ -303,24 +303,19 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode(WorldPacket& recvData)
{
//For AutoSubmition was added plr case there as it almost same exclute AI script cases.
Creature* creatureQGiver = object->ToCreature();
- if (!creatureQGiver || !(sScriptMgr->OnQuestReward(_player, creatureQGiver, quest, reward)))
+ if (!creatureQGiver || !sScriptMgr->OnQuestReward(_player, creatureQGiver, quest, reward))
{
// Send next quest
if (Quest const* nextQuest = _player->GetNextQuest(guid, quest))
{
- if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true) && _player->CanTakeQuest(nextQuest, true))
+ // Only send the quest to the player if the conditions are met
+ if (_player->CanTakeQuest(nextQuest, true))
{
- // Only send the quest to the player if the conditions are met
- if (_player->CanTakeQuest(nextQuest, true))
- {
- if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
- _player->AddQuestAndCheckCompletion(nextQuest, object);
-
- _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true);
- }
- }
+ if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
+ _player->AddQuestAndCheckCompletion(nextQuest, object);
- _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true);
+ _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true);
+ }
}
if (creatureQGiver)
@@ -336,19 +331,14 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode(WorldPacket& recvData)
// Send next quest
if (Quest const* nextQuest = _player->GetNextQuest(guid, quest))
{
- if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true) && _player->CanTakeQuest(nextQuest, true))
+ // Only send the quest to the player if the conditions are met
+ if (_player->CanTakeQuest(nextQuest, true))
{
- // Only send the quest to the player if the conditions are met
- if (_player->CanTakeQuest(nextQuest, true))
- {
- if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
- _player->AddQuestAndCheckCompletion(nextQuest, object);
-
- _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true);
- }
- }
+ if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
+ _player->AddQuestAndCheckCompletion(nextQuest, object);
- _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true);
+ _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, guid, true);
+ }
}
questGiver->AI()->QuestReward(_player, quest, reward);