From 23edbfe21dcde3f4d1d4a29e360e2f641ea626e3 Mon Sep 17 00:00:00 2001 From: Skjalf <47818697+Nyeriah@users.noreply.github.com> Date: Fri, 1 Oct 2021 05:25:09 -0300 Subject: [PATCH] =?UTF-8?q?fix(Core/Spells):=20Ensure=20gameobjects=20are?= =?UTF-8?q?=20still=20locked/closed=20when=20loc=E2=80=A6=20(#8012)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * fix(Core/Spells): Ensure gameobjects are still locked/closed when lockpicking/opening them * Update src/server/game/Spells/Spell.cpp --- src/server/game/Spells/Spell.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index f0f6b585b..a3372792a 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -5828,6 +5828,14 @@ SpellCastResult Spell::CheckCast(bool strict) (!pTempItem || !pTempItem->GetTemplate()->LockID || !pTempItem->IsLocked())) return SPELL_FAILED_BAD_TARGETS; + // We must also ensure the gameobject we are opening is still closed by the time the spell finishes. + if (GameObject* go = m_targets.GetGOTarget()) + { + if (go->GetGoState() != GO_STATE_READY) + { + return SPELL_FAILED_BAD_TARGETS; + } + } if (m_spellInfo->Id != 1842 || (m_targets.GetGOTarget() && m_targets.GetGOTarget()->GetGOInfo()->type != GAMEOBJECT_TYPE_TRAP)) {