void UpdateInteractionCount(Quest quest, QuestInteractionTemplate interaction, WorldObject obj) { var count = quest.Interactions[interaction.Index]; if (count < interaction.Amount) { ++quest.Interactions[interaction.Index]; m_Owner.SetQuestCount(quest.Slot, interaction.Index, (byte)(count + 1)); QuestHandler.SendUpdateInteractionCount(quest, obj, interaction, count + 1, m_Owner); quest.UpdateStatus(); } //quest.Template.NotifyGOUsed(quest, go); }
private void UpdateInteractionCount(Quest quest, QuestInteractionTemplate interaction, WorldObject obj) { uint interaction1 = quest.Interactions[interaction.Index]; if (interaction1 >= interaction.Amount) { return; } ++quest.Interactions[interaction.Index]; m_Owner.SetQuestCount(quest.Slot, interaction.Index, (byte)(interaction1 + 1U)); QuestHandler.SendUpdateInteractionCount(quest, obj, interaction, interaction1 + 1U, m_Owner); quest.UpdateStatus(); }
private void UpdateInteractionCount(Quest quest, QuestInteractionTemplate interaction, WorldObject obj) { uint interaction1 = quest.Interactions[interaction.Index]; if ((long)interaction1 >= (long)interaction.Amount) { return; } ++quest.Interactions[interaction.Index]; this.m_Owner.SetQuestCount(quest.Slot, interaction.Index, (ushort)(byte)(interaction1 + 1U)); QuestHandler.SendUpdateInteractionCount(quest, (ObjectBase)obj, interaction, interaction1 + 1U, this.m_Owner); quest.UpdateStatus(); }