fix: aborting Mission and completeAllQuests config (#858)
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				@ -127,6 +127,7 @@ export const inventoryController: RequestHandler = async (request, response) =>
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        }
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        inventoryResponse.ArchwingEnabled = true;
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        inventoryResponse.ActiveQuest = ""; //TODO: might need to reconsider this if this does not work long term.
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        // Skip "Watch The Maker"
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        addString(inventoryResponse.NodeIntrosCompleted, "/Lotus/Levels/Cinematics/NewWarIntro/NewWarStageTwo.level");
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@ -58,6 +58,7 @@ export const missionInventoryUpdateController: RequestHandler = async (req, res)
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        console.log(`Mission failed: ${missionReport.RewardInfo?.node}`);
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        //todo: return expected response for failed mission
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        res.json([]);
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        return;
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        //duvirisadjob does not provide missionStatus
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    }
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@ -43,7 +43,6 @@ export interface IInventoryDatabase
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    GuildId?: Types.ObjectId; // GuildId changed from ?IOid to ?Types.ObjectId
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    PendingRecipes: IPendingRecipe[];
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    QuestKeys: IQuestKeyDatabase[];
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    ActiveQuest: string;
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    BlessingCooldown: Date;
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    Ships: Types.ObjectId[];
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    WeaponSkins: IWeaponSkinDatabase[];
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@ -207,6 +206,7 @@ export interface IInventoryClient extends IDailyAffiliations {
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    ReceivedStartingGear: boolean;
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    Ships: IShipInventory[];
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    QuestKeys: IQuestKeyClient[];
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    ActiveQuest: string;
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    FlavourItems: IFlavourItem[];
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    Scoops: IEquipmentDatabase[];
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    LoadOutPresets: ILoadOutPresets;
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