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Work around a client bug related to simultanious quest item drops
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@ -229,10 +229,8 @@ static bool endTask(CNSocket *sock, int32_t taskNum, int choice=0) {
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}
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}
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if (!found) {
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std::cout << "[WARN] Player tried to end task that isn't in journal?" << std::endl;
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if (!found)
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return false;
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}
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if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) {
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std::cout << "[WARN] Player completed non-active mission!?" << std::endl;
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@ -601,12 +599,30 @@ void Missions::mobKilled(CNSocket *sock, int mobid, int rolledQItem) {
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plr->RemainingNPCCount[i][j]--;
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}
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}
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// drop quest item
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if (task["m_iCSUItemNumNeeded"][j] != 0 && !isQuestItemFull(sock, task["m_iCSUItemID"][j], task["m_iCSUItemNumNeeded"][j]) ) {
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bool drop = rolledQItem % 100 < task["m_iSTItemDropRate"][j];
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if (drop) {
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// XXX: are CSUItemID and CSTItemID the same?
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dropQuestItem(sock, plr->tasks[i], 1, task["m_iCSUItemID"][j], mobid);
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/*
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* Workaround: The client has a bug where it only sends a TASK_END request
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* for the first task of multiple that met their quest item requirements
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* at the same time. We deal with this by sending TASK_END response packets
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* proactively and then silently ignoring the extra TASK_END requests it
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* sends afterwards.
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*/
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if (isQuestItemFull(sock, task["m_iCSUItemID"][j], task["m_iCSUItemNumNeeded"][j])) {
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, end);
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end.iTaskNum = plr->tasks[i];
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if (!endTask(sock, plr->tasks[i]))
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continue;
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sock->sendPacket(end, P_FE2CL_REP_PC_TASK_END_SUCC);
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}
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} else {
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// fail to drop (itemID == 0)
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dropQuestItem(sock, plr->tasks[i], 1, 0, mobid);
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