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[10589] Always activate GO type 3 when quest id is defined (and active)
GO may be "lootless", but events at looting can happen Signed-off-by: NoFantasy <nofantasy@nf.no>
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3 changed files with 12 additions and 3 deletions
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@ -724,7 +724,10 @@ bool GameObject::ActivateToQuest( Player *pTarget)const
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// scan GO chest with loot including quest items
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// scan GO chest with loot including quest items
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case GAMEOBJECT_TYPE_CHEST:
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case GAMEOBJECT_TYPE_CHEST:
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{
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{
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if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget))
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if (pTarget->GetQuestStatus(GetGOInfo()->chest.questId) == QUEST_STATUS_INCOMPLETE)
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return true;
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if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget))
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{
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{
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//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
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if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
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@ -7725,8 +7725,14 @@ void ObjectMgr::LoadGameObjectForQuests()
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{
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{
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uint32 loot_id = goInfo->GetLootId();
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uint32 loot_id = goInfo->GetLootId();
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// always activate to quest, GO may not have loot
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if (goInfo->chest.questId)
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{
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mGameObjectForQuestSet.insert(go_entry);
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++count;
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}
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// find quest loot for GO
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// find quest loot for GO
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if(LootTemplates_Gameobject.HaveQuestLootFor(loot_id))
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else if (LootTemplates_Gameobject.HaveQuestLootFor(loot_id))
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{
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{
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mGameObjectForQuestSet.insert(go_entry);
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mGameObjectForQuestSet.insert(go_entry);
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++count;
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++count;
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10588"
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#define REVISION_NR "10589"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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