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Apply position-based quest completion logic to Single Player

pull/6371/head
staphen 3 years ago committed by Anders Jenbo
parent
commit
a090ab7d5c
  1. 4
      Source/inv.cpp

4
Source/inv.cpp

@ -869,7 +869,7 @@ void CheckQuestItem(Player &player, Item &questItem)
if (Quests[Q_BLIND]._qactive == QUEST_ACTIVE
&& (questItem.IDidx == IDI_OPTAMULET
|| (gbIsMultiplayer && Quests[Q_BLIND].IsAvailable() && questItem.position == (SetPiece.position.megaToWorld() + Displacement { 5, 5 })))) {
|| (Quests[Q_BLIND].IsAvailable() && questItem.position == (SetPiece.position.megaToWorld() + Displacement { 5, 5 })))) {
Quests[Q_BLIND]._qactive = QUEST_DONE;
NetSendCmdQuest(true, Quests[Q_BLIND]);
}
@ -906,7 +906,7 @@ void CheckQuestItem(Player &player, Item &questItem)
if (Quests[Q_BLOOD]._qactive == QUEST_ACTIVE
&& (questItem.IDidx == IDI_ARMOFVAL
|| (gbIsMultiplayer && Quests[Q_BLOOD].IsAvailable() && questItem.position == (SetPiece.position.megaToWorld() + Displacement { 9, 3 })))) {
|| (Quests[Q_BLOOD].IsAvailable() && questItem.position == (SetPiece.position.megaToWorld() + Displacement { 9, 3 })))) {
Quests[Q_BLOOD]._qactive = QUEST_DONE;
NetSendCmdQuest(true, Quests[Q_BLOOD]);
myPlayer.Say(HeroSpeech::MayTheSpiritOfArkaineProtectMe, 20);

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