diff options
-rw-r--r-- | src/server/game/Entities/GameObject/GameObject.cpp | 1 | ||||
-rw-r--r-- | src/server/game/Entities/GameObject/GameObject.h | 1 |
2 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index 1c86db771a5..f4f2a26240c 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -2015,6 +2015,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player* void GameObject::SetLootState(LootState state, Unit* unit) { m_lootState = state; + m_lootStateUnit = unit; AI()->OnStateChanged(state, unit); sScriptMgr->OnGameObjectLootStateChanged(this, state, unit); if (m_model) diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h index 6e36639b84f..7b73f9a2318 100644 --- a/src/server/game/Entities/GameObject/GameObject.h +++ b/src/server/game/Entities/GameObject/GameObject.h @@ -841,6 +841,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()), uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer LootState m_lootState; + Unit* m_lootStateUnit; bool m_spawnedByDefault; time_t m_cooldownTime; // used as internal reaction delay time store (not state change reaction). // For traps this: spell casting cooldown, for doors/buttons: reset time. |