From 0e586bb476f5d36df646539f5bb3d47a2101e9fc Mon Sep 17 00:00:00 2001 From: Shauren Date: Tue, 19 May 2020 21:21:39 +0200 Subject: Core/Quests: Add missing GO_DYNFLAG_LO_ACTIVATE to lootable chests related to quests but not having quest loot Closes #24474 (cherry picked from commit a26304478d9505713dfadb9b04a3bda4cef57545) --- src/server/game/Entities/GameObject/GameObject.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Entities/GameObject') diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index ffbc3ce98e3..0ee4af88702 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -1509,7 +1509,7 @@ bool GameObject::ActivateToQuest(Player const* 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()); -- cgit v1.2.3