Update Currency removed useless bloodshard query, and some cleanup.
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@ -261,7 +261,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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// Listen for quest progress if the actor has a QuestRange attached to it
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//foreach (var quest in World.Game.QuestManager.Quests)
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if (_questRange != null)
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World.Game.QuestManager.OnQuestProgress += quest_OnQuestProgress;
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World.Game.QuestManager.OnQuestProgress += QuestProgress;
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UpdateQuestRangeVisibility();
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}
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@ -274,7 +274,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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: this(world, sno, null)
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{ }
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protected virtual void quest_OnQuestProgress() // erekose changed from protected to public
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protected virtual void QuestProgress() // erekose changed from protected to public
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{
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//Logger.Debug(" (quest_onQuestProgress) has been called for actor {0} -> lauching UpdateQuestRangeVisibility", NameSNOId);
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try
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@ -307,7 +307,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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Logger.Debug("Game is null? {0}", GetType());
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else if (World.Game.QuestManager != null)
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//foreach (var quest in World.Game.QuestManager)
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World.Game.QuestManager.OnQuestProgress -= quest_OnQuestProgress;
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World.Game.QuestManager.OnQuestProgress -= QuestProgress;
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base.Destroy();
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}
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