From 8c9e5cd3f3200b378ff09a6822ceb2b5bd223e3c Mon Sep 17 00:00:00 2001 From: PolarCookie Date: Wed, 22 Aug 2018 16:39:59 +0200 Subject: [3.3.5] Core/Loot/Gameobject: Tempspawned Gameobjects after looting (#22124) * spell spawned chest non-despawn fix * fix the consumed game objects (cherry picked from commit 97371533bf4fa0664957b2badf2c945b5b7595c2) --- src/server/game/Entities/GameObject/GameObject.cpp | 13 +++++++++++-- 1 file changed, 11 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 8b7b9ed6eb7..01c817a6d60 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -885,8 +885,17 @@ void GameObject::Update(uint32 diff) //! The GetOwnerGUID() check is mostly for compatibility with hacky scripts - 99% of the time summoning should be done trough spells. if (GetSpellId() || !GetOwnerGUID().IsEmpty()) { - SetRespawnTime(0); - Delete(); + //Don't delete spell spawned chests, which are not consumed on loot + if (m_respawnTime > 0 && GetGoType() == GAMEOBJECT_TYPE_CHEST && !GetGOInfo()->IsDespawnAtAction()) + { + UpdateObjectVisibility(); + SetLootState(GO_READY); + } + else + { + SetRespawnTime(0); + Delete(); + } return; } -- cgit v1.2.3