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authorSebastian Valle Herrera <subv2112@gmail.com>2014-05-25 11:12:06 -0500
committerSebastian Valle Herrera <subv2112@gmail.com>2014-05-25 11:12:06 -0500
commit1a48967cdf4156bd90b7a88f202d55786faae8f1 (patch)
treecc5acc34290aae5117754fc3234986e2b3adc74d /src
parentd6414bd9a57ca63b37d9d8ad9436e45a6e63acbc (diff)
parent0ce6824a86bdd5020cf272d70747fedbd64d4828 (diff)
Merge pull request #12130 from Trisjdc/go_collision_2
Core/Collision: Solve collision issues with GAMEOBJECT_TYPE_DOOR GOs Closes #6303 Closes #7628
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp4
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;