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Core/Transports: Preserve all dynamicflags for transports
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@@ -111,6 +111,10 @@ public:
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if (gameObject->HasConditionalInteraction() && gameObject->CanActivateForPlayer(receiver))
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dynFlags |= GO_DYNFLAG_LO_SPARKLE;
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break;
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case GAMEOBJECT_TYPE_TRANSPORT:
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case GAMEOBJECT_TYPE_MAP_OBJ_TRANSPORT:
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dynFlags |= dynamicFlags; // preserve all dynamicflgs
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break;
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case GAMEOBJECT_TYPE_CAPTURE_POINT:
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if (!gameObject->CanInteractWithCapturePoint(receiver))
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dynFlags |= GO_DYNFLAG_LO_NO_INTERACT;
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