From 79bbe02e0c0cead753f6e45bbd7c3dacfa5210ba Mon Sep 17 00:00:00 2001 From: PolarCookie Date: Wed, 22 Aug 2018 16:39:59 +0200 Subject: [PATCH] [3.3.5] Core/Loot/Gameobject: Tempspawned Gameobjects after looting (#22124) * spell spawned chest non-despawn fix * fix the consumed game objects --- src/server/game/Entities/GameObject/GameObject.cpp | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index 1e5412fd715..e2e24d99fa3 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -741,8 +741,17 @@ void GameObject::Update(uint32 diff) //! The GetOwnerGUID() check is mostly for compatibility with hacky scripts - 99% of the time summoning should be done trough spells. if (GetSpellId() || GetOwnerGUID()) { - SetRespawnTime(0); - Delete(); + //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(); + } return; }