From 04566e5be92eb4eb0d9b25b3f69d724a922dbbf6 Mon Sep 17 00:00:00 2001 From: runningnak3d Date: Wed, 6 Oct 2010 18:21:42 -0600 Subject: Core/GameObject: Make chests (type 3) GOs active even if they have no loot if a questID is defined and active for the player. It is possible for events to happen even if the GO has no loot. Original Author: NoFantasy Optomized by: kamikazetg --HG-- branch : trunk --- src/server/game/Globals/ObjectMgr.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Globals/ObjectMgr.cpp b/src/server/game/Globals/ObjectMgr.cpp index b030dfa6c20..d1b1572a487 100755 --- a/src/server/game/Globals/ObjectMgr.cpp +++ b/src/server/game/Globals/ObjectMgr.cpp @@ -7869,7 +7869,7 @@ void ObjectMgr::LoadGameObjectForQuests() uint32 loot_id = goInfo->GetLootId(); // find quest loot for GO - if (LootTemplates_Gameobject.HaveQuestLootFor(loot_id)) + if (goInfo->chest.questId || LootTemplates_Gameobject.HaveQuestLootFor(loot_id)) { mGameObjectForQuestSet.insert(go_entry); ++count; -- cgit v1.2.3