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author | Sebastian Valle Herrera <subv2112@gmail.com> | 2014-05-25 11:12:06 -0500 |
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committer | Sebastian Valle Herrera <subv2112@gmail.com> | 2014-05-25 11:12:06 -0500 |
commit | 1a48967cdf4156bd90b7a88f202d55786faae8f1 (patch) | |
tree | cc5acc34290aae5117754fc3234986e2b3adc74d /src | |
parent | d6414bd9a57ca63b37d9d8ad9436e45a6e63acbc (diff) | |
parent | 0ce6824a86bdd5020cf272d70747fedbd64d4828 (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.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; |