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-rw-r--r--src/server/game/Entities/Creature/GossipDef.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/server/game/Entities/Creature/GossipDef.cpp b/src/server/game/Entities/Creature/GossipDef.cpp
index 527a2bff379..2cd6f7bd2a0 100644
--- a/src/server/game/Entities/Creature/GossipDef.cpp
+++ b/src/server/game/Entities/Creature/GossipDef.cpp
@@ -484,6 +484,10 @@ void PlayerMenu::SendQuestGiverQuestDetails(Quest const* quest, ObjectGuid npcGU
packet.QuestFlags[2] = quest->GetFlagsEx2();
packet.SuggestedPartyMembers = quest->GetSuggestedPlayers();
+ // Is there a better way? what about game objects?
+ if (Creature const* creature = ObjectAccessor::GetCreature(*_session->GetPlayer(), npcGUID))
+ packet.QuestGiverCreatureID = creature->GetCreatureTemplate()->Entry;
+
// RewardSpell can teach multiple spells in trigger spell effects. But not all effects must be SPELL_EFFECT_LEARN_SPELL. See example spell 33950
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpell(), DIFFICULTY_NONE))
for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects())
@@ -569,7 +573,7 @@ void PlayerMenu::SendQuestGiverOfferReward(Quest const* quest, ObjectGuid npcGUI
// Is there a better way? what about game objects?
if (Creature const* creature = ObjectAccessor::GetCreature(*_session->GetPlayer(), npcGUID))
{
- packet.QuestGiverCreatureID = creature->GetEntry();
+ packet.QuestGiverCreatureID = creature->GetCreatureTemplate()->Entry;
offer.QuestGiverCreatureID = creature->GetCreatureTemplate()->Entry;
}