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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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