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authorrunningnak3d <none@none>2010-10-06 18:21:42 -0600
committerrunningnak3d <none@none>2010-10-06 18:21:42 -0600
commit04566e5be92eb4eb0d9b25b3f69d724a922dbbf6 (patch)
tree297740869c5b0abcdbc98324f2c944255b276256
parentdebeea7f2ab65a66114965957c7768239017c19f (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-xsrc/server/game/Globals/ObjectMgr.cpp2
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;