rendered paste bodyIndex: GameObject.cpp===================================================================--- GameObject.cpp (revision 5619)+++ GameObject.cpp (working copy)@@ -166,6 +166,19 @@ switch (m_lootState) { case GO_NOT_READY:+ {+ // Arming Time for GAMEOBJECT_TYPE_TRAP (6)+ if (GetGoType() == GAMEOBJECT_TYPE_TRAP)+ {+ Unit* owner = GetOwner();+ if (owner && ((Player*)owner)->isInCombat())+ m_cooldownTime = time(NULL) + GetGOInfo()->trap._data7;++ m_lootState = GO_READY;+ return;+ }++ // Clickable boober for GAMEOBJECT_TYPE_FISHINGNODE (17) if (GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE) { // fishing code (bobber ready)@@ -197,6 +210,7 @@ m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY // NO BREAK+ } case GO_READY: { if (m_respawnTime > 0) // timer onIndex: GameObject.h===================================================================--- GameObject.h (revision 5619)+++ GameObject.h (working copy)@@ -84,7 +84,9 @@ uint32 spellId; //3 uint32 isNeedDespawn; //4 (if >0) uint32 _data5; //5- uint32 _data6[6];+ uint32 _data6;+ uint32 _data7;+ uint32 _data8[4]; uint32 _data12; //12 something == chest.data14 == goober.data14 (openText?) } trap; //7 GAMEOBJECT_TYPE_CHAIR