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author | Shauren <shauren.trinity@gmail.com> | 2020-05-19 21:21:39 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2022-01-06 00:31:29 +0100 |
commit | 0e586bb476f5d36df646539f5bb3d47a2101e9fc (patch) | |
tree | 7e7777b5625c24cb0ca449718ecbb1801d03291d /src | |
parent | b1a1e552d2acb394ad0d0a2544aeef6ad93ca4fb (diff) |
Core/Quests: Add missing GO_DYNFLAG_LO_ACTIVATE to lootable chests related to quests but not having quest loot
Closes #24474
(cherry picked from commit a26304478d9505713dfadb9b04a3bda4cef57545)
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/GameObject/GameObject.cpp | 2 |
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 ffbc3ce98e3..0ee4af88702 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -1509,7 +1509,7 @@ bool GameObject::ActivateToQuest(Player const* target) const return false; // scan GO chest with loot including quest items - if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), target)) + if (target->GetQuestStatus(GetGOInfo()->chest.questID) == QUEST_STATUS_INCOMPLETE || LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), target)) { if (Battleground const* bg = target->GetBattleground()) return bg->CanActivateGO(GetEntry(), target->GetTeam()); |