diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index 280815504..97177bafa 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -702,13 +702,21 @@ void GameObject::Update(uint32 diff) loot.clear(); - //! If this is summoned by a spell with ie. SPELL_EFFECT_SUMMON_OBJECT_WILD, with or without owner, we check respawn criteria based on spell - //! The GetOwnerGUID() check is mostly for compatibility with hacky scripts - 99% of the time summoning should be done trough spells. - if (GetSpellId() || GetOwnerGUID()) + // Do not delete gameobjects that are not consumed on loot, while still allowing them to despawn when they expire if summoned + bool isSummonedAndExpired = (GetOwner() || GetSpellId()) && m_respawnTime == 0; + bool isPermanentSpawn = m_respawnDelayTime == 0; + if (!GetGOInfo()->IsDespawnAtAction() && + ((GetGoType() == GAMEOBJECT_TYPE_GOOBER && (!isSummonedAndExpired || isPermanentSpawn)) || + (GetGoType() == GAMEOBJECT_TYPE_CHEST && !isSummonedAndExpired && GetGOInfo()->chest.chestRestockTime == 0))) // ToDo: chests with data2 (chestRestockTime) > 0 and data3 (consumable) = 0 should not despawn on loot + { + SetLootState(GO_READY); + UpdateObjectVisibility(); + return; + } + else { SetRespawnTime(0); Delete(); - return; } SetLootState(GO_READY);