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authorShauren <shauren.trinity@gmail.com>2023-08-30 19:23:56 +0200
committerShauren <shauren.trinity@gmail.com>2023-08-30 19:23:56 +0200
commit955343f747d00de5c2bcbb336a62f10e803cdb38 (patch)
treeaec95a9a040f1fae53b7b17cd578c20b76aa58ff /src
parentdf4bd24f6d11bb2f988316a76227876ef5e1dc04 (diff)
Core/GameObjects: Don't restock non-personal chests that didn't have loot modified
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp2
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 fcd6007fac7..04ffbf5dcf8 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -1286,7 +1286,7 @@ void GameObject::Update(uint32 diff)
m_loot->Update();
// Non-consumable chest was partially looted and restock time passed, restock all loot now
- if (GetGOInfo()->chest.consumable == 0 && GetGOInfo()->chest.chestRestockTime && GameTime::GetGameTime() >= m_restockTime)
+ if (GetGOInfo()->chest.consumable == 0 && m_restockTime && GameTime::GetGameTime() >= m_restockTime)
{
m_restockTime = 0;
m_lootState = GO_READY;