Core/GameObject: do not allow consumable chests to restock while partially looted.

(cherry picked from commit cd73664f53)
This commit is contained in:
Wyrserth
2019-06-28 19:27:42 +02:00
committed by Shauren
parent f136d3cfe0
commit 2fea2a1e81

View File

@@ -639,6 +639,7 @@ void GameObject::Update(uint32 diff)
if (m_restockTime > GameTime::GetGameTime())
return;
// If there is no restock timer, or if the restock timer passed, the chest becomes ready to loot
m_restockTime = 0;
m_lootState = GO_READY;
AddToObjectUpdateIfNeeded();
break;
@@ -828,9 +829,10 @@ void GameObject::Update(uint32 diff)
m_groupLootTimer -= diff;
}
// Gameobject was partially looted and restock time passed, restock all loot now
if (GameTime::GetGameTime() >= m_restockTime)
// Non-consumable chest was partially looted and restock time passed, restock all loot now
if (GetGOInfo()->chest.consumable == 0 && GameTime::GetGameTime() >= m_restockTime)
{
m_restockTime = 0;
m_lootState = GO_READY;
AddToObjectUpdateIfNeeded();
}