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authorMeji <alvaro.megias@outlook.com>2025-07-12 22:22:57 +0200
committerGitHub <noreply@github.com>2025-07-12 22:22:57 +0200
commit32270f1e5e5a28c5770cd730628a501d57c9710d (patch)
tree06cc521633974cad26856271f34705fbf85c8aba
parentcd3dd59b530111898d443453426673ff98feca99 (diff)
Core/GameObjects: Allow reset for GAMEOBJECT_TYPE_GOOBER without lockId or autoCloseTime (#31079)
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 6bb1f0a6aa1..31aee1f9daf 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -1627,9 +1627,7 @@ void GameObject::Update(uint32 diff)
m_usetimes = 0;
}
- // Only goobers with a lock id or a reset time may reset their go state
- if (GetGOInfo()->GetLockId() || GetGOInfo()->GetAutoCloseTime())
- SetGoState(GO_STATE_READY);
+ SetGoState(GO_STATE_READY);
//any return here in case battleground traps
if (GameObjectOverride const* goOverride = GetGameObjectOverride())