From 97371533bf4fa0664957b2badf2c945b5b7595c2 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 e24f37b885a..d65f02a404c 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -755,8 +755,17 @@ 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; }