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Rework how quest/achievement conditions are handled
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@@ -16,7 +16,6 @@ import emu.nebula.game.inventory.ItemParamMap;
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import emu.nebula.game.player.Player;
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import emu.nebula.game.player.PlayerChangeInfo;
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import emu.nebula.game.quest.GameQuest;
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import emu.nebula.game.quest.QuestCondition;
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import emu.nebula.game.quest.QuestType;
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import emu.nebula.net.NetMsgId;
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import emu.nebula.proto.BattlePassInfoOuterClass.BattlePassInfo;
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@@ -123,10 +122,10 @@ public class BattlePass implements GameDatabaseObject {
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this.save();
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}
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public synchronized void trigger(QuestCondition condition, int progress, int param) {
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public synchronized void trigger(int condition, int progress, int param1, int param2) {
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for (var quest : getQuests().values()) {
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// Try to trigger quest
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boolean result = quest.trigger(condition, progress, param);
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boolean result = quest.trigger(condition, progress, param1, param2);
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// Skip if quest progress wasn't changed
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if (!result) {
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