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authorWyrserth <wyrserth@protonmail.com>2019-06-26 22:02:27 +0200
committerWyrserth <wyrserth@protonmail.com>2019-06-26 22:02:27 +0200
commit50c5d30d13fe12af2a2028baf845fb6eab329a57 (patch)
tree352374de9bba25a29d58255577c4c5b8185be452
parent9f1144ac2dfb7b5b584ed34d1f91a36d5fcbc389 (diff)
Core/GameObject: restore old behavior for non-consumable chests with restock timer (make them despawn).
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 6ae18712ca6..6c4e52d2e7a 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -772,7 +772,7 @@ void GameObject::Update(uint32 diff)
bool isPermanentSpawn = m_respawnDelayTime == 0;
if (!GetGOInfo()->IsDespawnAtAction() &&
((GetGoType() == GAMEOBJECT_TYPE_GOOBER && (!isSummonedAndExpired || isPermanentSpawn)) ||
- (GetGoType() == GAMEOBJECT_TYPE_CHEST && !isSummonedAndExpired))) // ToDo: chests with data2 (chestRestockTime) > 0 and data3 (consumable) = 0 should not despawn on loot
+ (GetGoType() == GAMEOBJECT_TYPE_CHEST && !isSummonedAndExpired && GetGOInfo()->chest.chestRestockTime == 0))) // ToDo: chests with data2 (chestRestockTime) > 0 and data3 (consumable) = 0 should not despawn on loot
{
SetLootState(GO_READY);
UpdateObjectVisibility();