[9204] Move remaining handling of GO from SendLoot to GameObject::Use

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-01-17 23:06:01 +01:00
parent f7de2ce1d7
commit 16c0ff3ef7
3 changed files with 25 additions and 14 deletions

View file

@ -3112,20 +3112,13 @@ void Spell::SendLoot(uint64 guid, LootType loottype)
return;
case GAMEOBJECT_TYPE_CHEST:
// TODO: possible must be moved to loot release (in different from linked triggering)
if (gameObjTarget->GetGOInfo()->chest.eventId)
{
sLog.outDebug("Chest ScriptStart id %u for GO %u", gameObjTarget->GetGOInfo()->chest.eventId,gameObjTarget->GetDBTableGUIDLow());
player->GetMap()->ScriptsStart(sEventScripts, gameObjTarget->GetGOInfo()->chest.eventId, player, gameObjTarget);
}
// triggering linked GO
if (uint32 trapEntry = gameObjTarget->GetGOInfo()->chest.linkedTrapId)
gameObjTarget->TriggeringLinkedGameObject(trapEntry,m_caster);
gameObjTarget->Use(m_caster);
// Don't return, let loots been taken
default:
break;
default:
sLog.outError("Spell::SendLoot unhandled GameObject type %u (entry %u).", gameObjTarget->GetGoType(), gameObjTarget->GetEntry());
return;
}
}