From cd73664f53db3daad6c7e17edbcd0212ab383c0d 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. --- 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 b04b0c7b9b4..04146d451a5 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -515,6 +515,7 @@ 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; @@ -703,9 +704,10 @@ void GameObject::Update(uint32 diff) else 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