diff options
author | runningnak3d <none@none> | 2010-10-06 18:21:42 -0600 |
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committer | runningnak3d <none@none> | 2010-10-06 18:21:42 -0600 |
commit | 04566e5be92eb4eb0d9b25b3f69d724a922dbbf6 (patch) | |
tree | 297740869c5b0abcdbc98324f2c944255b276256 | |
parent | debeea7f2ab65a66114965957c7768239017c19f (diff) |
Core/GameObject: Make chests (type 3) GOs active even if they have no loot if
a questID is defined and active for the player. It is possible for events to
happen even if the GO has no loot.
Original Author: NoFantasy
Optomized by: kamikazetg
--HG--
branch : trunk
-rwxr-xr-x | src/server/game/Globals/ObjectMgr.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Globals/ObjectMgr.cpp b/src/server/game/Globals/ObjectMgr.cpp index b030dfa6c20..d1b1572a487 100755 --- a/src/server/game/Globals/ObjectMgr.cpp +++ b/src/server/game/Globals/ObjectMgr.cpp @@ -7869,7 +7869,7 @@ void ObjectMgr::LoadGameObjectForQuests() uint32 loot_id = goInfo->GetLootId(); // find quest loot for GO - if (LootTemplates_Gameobject.HaveQuestLootFor(loot_id)) + if (goInfo->chest.questId || LootTemplates_Gameobject.HaveQuestLootFor(loot_id)) { mGameObjectForQuestSet.insert(go_entry); ++count; |