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authormegamage <none@none>2009-07-16 12:06:07 +0800
committermegamage <none@none>2009-07-16 12:06:07 +0800
commite152ff8ec5fc3282b0ab3d1740f05886f90335ed (patch)
tree296587187e967b314a15faa24757365112ff2cff /src/game/LootMgr.cpp
parent208087ff6ee592150b1ed387bbc135566a02a359 (diff)
[8183] Some gameobject despanw related fixes Author: VladimirMangos
* Implement use `consumable` field in gameobject template for gameobject required explcit despawn at use. * Move gameobject template fields cech function from Gameobject to gameobject template class, and update callers. * Cast spells at gameobject use with gameobject guid as original caster guid, as already used in some other cases. (skipped) --HG-- branch : trunk
Diffstat (limited to 'src/game/LootMgr.cpp')
-rw-r--r--src/game/LootMgr.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/LootMgr.cpp b/src/game/LootMgr.cpp
index 0490d133bf2..b54d7b90774 100644
--- a/src/game/LootMgr.cpp
+++ b/src/game/LootMgr.cpp
@@ -1152,7 +1152,7 @@ void LoadLootTemplates_Gameobject()
{
if(GameObjectInfo const* gInfo = sGOStorage.LookupEntry<GameObjectInfo>(i))
{
- if(uint32 lootid = GameObject::GetLootId(gInfo))
+ if(uint32 lootid = gInfo->GetLootId())
{
if(!ids_set.count(lootid))
LootTemplates_Gameobject.ReportNotExistedId(lootid);