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Diffstat (limited to 'src/server/game/Entities/GameObject')
-rwxr-xr-xsrc/server/game/Entities/GameObject/GameObject.cpp14
-rwxr-xr-xsrc/server/game/Entities/GameObject/GameObject.h5
2 files changed, 13 insertions, 6 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 10220c7bc89..64cc1bb325c 100755
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -974,7 +974,7 @@ void GameObject::ResetDoorOrButton()
m_cooldownTime = 0;
}
-void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */)
+void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */, Unit* user /*=NULL*/)
{
if (m_lootState != GO_READY)
return;
@@ -983,7 +983,7 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
time_to_restore = GetGOInfo()->GetAutoCloseTime();
SwitchDoorOrButton(true, alternative);
- SetLootState(GO_ACTIVATED);
+ SetLootState(GO_ACTIVATED, user);
m_cooldownTime = time(NULL) + time_to_restore;
}
@@ -1053,7 +1053,7 @@ void GameObject::Use(Unit* user)
case GAMEOBJECT_TYPE_DOOR: //0
case GAMEOBJECT_TYPE_BUTTON: //1
//doors/buttons never really despawn, only reset to default state/flags
- UseDoorOrButton();
+ UseDoorOrButton(0, false, user);
// activate script
GetMap()->ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
@@ -1206,7 +1206,7 @@ void GameObject::Use(Unit* user)
TriggeringLinkedGameObject(trapEntry, user);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
- SetLootState(GO_ACTIVATED);
+ SetLootState(GO_ACTIVATED, user);
// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
if (info->goober.customAnim)
@@ -1864,3 +1864,9 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
}
}
}
+
+void GameObject::SetLootState(LootState s, Unit* unit)
+{
+ m_lootState = s;
+ AI()->OnStateChanged(s, unit);
+}
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index 4daf73370f1..2329ed10e49 100755
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -714,7 +714,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>
void Use(Unit* user);
LootState getLootState() const { return m_lootState; }
- void SetLootState(LootState s) { m_lootState = s; }
+ // Note: unit is only used when s = GO_ACTIVATED
+ void SetLootState(LootState s, Unit* unit = NULL);
uint16 GetLootMode() { return m_LootMode; }
bool HasLootMode(uint16 lootMode) { return m_LootMode & lootMode; }
@@ -748,7 +749,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
bool hasQuest(uint32 quest_id) const;
bool hasInvolvedQuest(uint32 quest_id) const;
bool ActivateToQuest(Player* target) const;
- void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
+ void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = NULL);
// 0 = use `gameobject`.`spawntimesecs`
void ResetDoorOrButton();