currentQuest = new QuestId(questManager->NormalQuests[trackedQuest.Index].QuestId);
if (_questRegistry.IsKnownQuest(currentQuest))
return (currentQuest, QuestManager.GetQuestSequence(currentQuest.Value));
- break;
+ continue;
case 2: // leve
currentQuest = new LeveId(questManager->LeveQuests[trackedQuest.Index].LeveId);
if (_questRegistry.IsKnownQuest(currentQuest))
return (currentQuest, questManager->GetLeveQuestById(currentQuest.Value)->Sequence);
- break;
+ continue;
}
-
- if (_questRegistry.IsKnownQuest(currentQuest))
- return (currentQuest, QuestManager.GetQuestSequence(currentQuest.Value));
}
ElementId? priorityQuest = GetNextPriorityQuestThatCanBeAccepted();