differentiate between player loading quest and server preloading all quests
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@ -68,7 +68,7 @@ pub fn quest_detail(id: ClientId, questdetailrequest: &QuestDetailRequest, quest
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Ok(Box::new(vec![(id, SendShipPacket::QuestDetail(qd))].into_iter()))
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}
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pub fn load_quest(id: ClientId, questmenuselect: &QuestMenuSelect, quests: &QuestList, clients: &mut Clients, client_location: &ClientLocation, rooms: &mut Rooms)
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pub fn player_chose_quest(id: ClientId, questmenuselect: &QuestMenuSelect, quests: &QuestList, clients: &mut Clients, client_location: &ClientLocation, rooms: &mut Rooms)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, ShipError> {
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let (_, category_quests) = quests.iter()
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.nth(questmenuselect.category as usize)
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@ -595,7 +595,7 @@ impl<EG: EntityGateway> ServerState for ShipServerState<EG> {
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},
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RecvShipPacket::QuestMenuSelect(questmenuselect) => {
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let block = self.blocks.with_client(id, &self.clients)?;
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handler::quest::load_quest(id, questmenuselect, &self.quests, &mut self.clients, &block.client_location, &mut block.rooms)?
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handler::quest::player_chose_quest(id, questmenuselect, &self.quests, &mut self.clients, &block.client_location, &mut block.rooms)?
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},
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RecvShipPacket::MenuDetail(_menudetail) => {
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//unreachable!();
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