Core/GameObjects: Fixed the behavior for GAMEOBJECT_TYPE_FISHINGNODE

Port From (https://github.com/TrinityCore/TrinityCore/commit/56d0f7a970d24bb71a3e6a27e72fe9bc41eb8246)
This commit is contained in:
hondacrx
2023-02-12 01:19:58 -05:00
parent 8d553168e5
commit 42f94c354f
2 changed files with 14 additions and 14 deletions
+5 -1
View File
@@ -274,7 +274,11 @@ namespace Game
if (loot.IsLooted() || go.GetGoType() == GameObjectTypes.FishingNode || go.GetGoType() == GameObjectTypes.FishingHole)
{
if (go.GetGoType() == GameObjectTypes.FishingHole)
if (go.GetGoType() == GameObjectTypes.FishingNode)
{
go.SetLootState(LootState.JustDeactivated);
}
else if (go.GetGoType() == GameObjectTypes.FishingHole)
{ // The fishing hole used once more
go.AddUse(); // if the max usage is reached, will be despawned in next tick
if (go.GetUseCount() >= go.GetGoValue().FishingHole.MaxOpens)