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authorShauren <shauren.trinity@gmail.com>2020-05-19 21:21:39 +0200
committerShauren <shauren.trinity@gmail.com>2020-05-19 21:21:39 +0200
commita26304478d9505713dfadb9b04a3bda4cef57545 (patch)
tree0a0eb65b0f86843c5e01c36369b9dbb9dde84945 /src
parent449bd9058bce87ade6831ba38d1a0b83b9cbfb18 (diff)
Core/Quests: Add missing GO_DYNFLAG_LO_ACTIVATE to lootable chests related to quests but not having quest loot
Closes #24474
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 a440ebd4342..69ab6c7a4cb 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -1357,7 +1357,7 @@ bool GameObject::ActivateToQuest(Player* 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());