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Add Optional Enforce Task Level Requirement
Affected: quest::assigntask $client->AssignTask This is to allow those task level requirements in DB to be used, optionally. It defaults to do not enforce (translated: no change for current servers), but can be set with an additional flag to both commands (see below). The LUA bit was added thanks to help from demonstar55. quest::assigntask(703); # works quest::assigntask(703, 1); # denies user $client->AssignTask(701, $npc->GetID()); # works $client->AssignTask(701, $npc->GetID(), 1); # denies user
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@@ -997,7 +997,7 @@ public:
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inline void DisableTask(int TaskCount, int *TaskList) { if(taskstate) taskstate->DisableTask(CharacterID(), TaskCount, TaskList); }
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inline bool IsTaskEnabled(int TaskID) { return (taskstate ? taskstate->IsTaskEnabled(TaskID) : false); }
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inline void ProcessTaskProximities(float X, float Y, float Z) { if(taskstate) taskstate->ProcessTaskProximities(this, X, Y, Z); }
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inline void AssignTask(int TaskID, int NPCID) { if(taskstate) taskstate->AcceptNewTask(this, TaskID, NPCID); }
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inline void AssignTask(int TaskID, int NPCID, bool enforce_level_requirement = false) { if (taskstate) taskstate->AcceptNewTask(this, TaskID, NPCID, enforce_level_requirement); }
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inline int ActiveSpeakTask(int NPCID) { if(taskstate) return taskstate->ActiveSpeakTask(NPCID); else return 0; }
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inline int ActiveSpeakActivity(int NPCID, int TaskID) { if(taskstate) return taskstate->ActiveSpeakActivity(NPCID, TaskID); else return 0; }
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inline void FailTask(int TaskID) { if(taskstate) taskstate->FailTask(this, TaskID); }
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