diff options
author | Trisjdc <trisjdc@gmail.com> | 2014-05-25 11:35:51 +0100 |
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committer | Trisjdc <trisjdc@gmail.com> | 2014-05-25 11:35:51 +0100 |
commit | 0ce6824a86bdd5020cf272d70747fedbd64d4828 (patch) | |
tree | e6f412707f97af244e2a677ecf8e113f6030a8b5 /src | |
parent | f091713086eab1ef928bc2f79eb0dc3b0bc4ce2f (diff) |
Core/Collision: Solve collision issues with GAMEOBJECT_TYPE_DOOR GOs
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/GameObject/GameObject.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index e0374db3ece..4cf7d34cc11 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -2013,6 +2013,10 @@ void GameObject::SetLootState(LootState state, Unit* unit) m_lootStateUnitGUID = unit ? unit->GetGUID() : 0; AI()->OnStateChanged(state, unit); sScriptMgr->OnGameObjectLootStateChanged(this, state, unit); + + if (GetGoType() == GAMEOBJECT_TYPE_DOOR) // only set collision for doors on SetGoState + return; + if (m_model) { bool collision = false; |