else if (!IsReadyToAcceptQuest(currentQuest))
return default;
+ var currentLevel = _clientState.LocalPlayer?.Level;
+
+ // are we in a loading screen?
+ if (currentLevel == null)
+ return default;
+
// if we're not at a high enough level to continue, we also ignore it
- var currentLevel = _clientState.LocalPlayer?.Level ?? 0;
- if (currentLevel != 0 &&
- _questRegistry.TryGetQuest(currentQuest, out Quest? quest)
+ if (_questRegistry.TryGetQuest(currentQuest, out Quest? quest)
&& quest.Info.Level > currentLevel)
return default;