From 2fea2a1e8104856587d0eff651eb2199dfcd0513 Mon Sep 17 00:00:00 2001 From: Wyrserth Date: Fri, 28 Jun 2019 19:27:42 +0200 Subject: Core/GameObject: do not allow consumable chests to restock while partially looted. (cherry picked from commit cd73664f53db3daad6c7e17edbcd0212ab383c0d) --- src/server/game/Entities/GameObject/GameObject.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index 9fc455bdf8e..11bdf7b759b 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -639,6 +639,7 @@ void GameObject::Update(uint32 diff) if (m_restockTime > GameTime::GetGameTime()) return; // If there is no restock timer, or if the restock timer passed, the chest becomes ready to loot + m_restockTime = 0; m_lootState = GO_READY; AddToObjectUpdateIfNeeded(); break; @@ -828,9 +829,10 @@ void GameObject::Update(uint32 diff) m_groupLootTimer -= diff; } - // Gameobject was partially looted and restock time passed, restock all loot now - if (GameTime::GetGameTime() >= m_restockTime) + // Non-consumable chest was partially looted and restock time passed, restock all loot now + if (GetGOInfo()->chest.consumable == 0 && GameTime::GetGameTime() >= m_restockTime) { + m_restockTime = 0; m_lootState = GO_READY; AddToObjectUpdateIfNeeded(); } -- cgit v1.2.3