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@Subv
Created July 4, 2017 01:13
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Quest const* quest = sObjectMgr->GetQuestTemplate(packet.QuestID)
if (!quest)
return;
Object* object = ObjectAccessor::GetObjectByTypeMask(*_player, packet.QuestGiverGUID, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT);
if (!object)
return;
if ((quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE) && !object->GetTypeId() != TYPEID_PLAYER) && !object->hasInvolvedQuest(packet.QuestID))
return;
// some kind of WPE protection
if (!quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE) && !_player->CanInteractWithQuestGiver(object))
return;
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