Core/GameObject: don't allow non-consumable goobers to despawn on use (#23469)

Closes #15730.
This commit is contained in:
Wyrserth
2019-06-26 18:28:08 +02:00
committed by GitHub
parent efc999227d
commit 2b1e8d135b

View File

@@ -767,23 +767,22 @@ void GameObject::Update(uint32 diff)
loot.clear();
//! If this is summoned by a spell with ie. SPELL_EFFECT_SUMMON_OBJECT_WILD, with or without owner, we check respawn criteria based on spell
//! The GetOwnerGUID() check is mostly for compatibility with hacky scripts - 99% of the time summoning should be done trough spells.
if (GetSpellId() || GetOwnerGUID())
// Do not delete gameobjects that are not consumed on loot, while still allowing them to despawn when they expire if summoned
bool isSummonedAndExpired = (GetOwner() || GetSpellId()) && m_respawnTime == 0;
bool isPermanentSpawn = m_respawnDelayTime == 0;
if (!GetGOInfo()->IsDespawnAtAction() &&
((GetGoType() == GAMEOBJECT_TYPE_GOOBER && (!isSummonedAndExpired || isPermanentSpawn)) ||
(GetGoType() == GAMEOBJECT_TYPE_CHEST && !isSummonedAndExpired))) // ToDo: chests with data2 (chestRestockTime) > 0 and data3 (consumable) = 0 should not despawn on loot
{
//Don't delete spell spawned chests, which are not consumed on loot
if (m_respawnTime > 0 && GetGoType() == GAMEOBJECT_TYPE_CHEST && !GetGOInfo()->IsDespawnAtAction())
{
UpdateObjectVisibility();
SetLootState(GO_READY);
}
else
{
SetRespawnTime(0);
Delete();
}
SetLootState(GO_READY);
UpdateObjectVisibility();
return;
}
else
{
SetRespawnTime(0);
Delete();
}
SetLootState(GO_NOT_READY);