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Core/Objects: removed GO_DYNFLAG_LO_HIGHLIGHT application (not used in Classic)
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@@ -94,7 +94,6 @@ public:
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case GAMEOBJECT_TYPE_GOOBER:
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if (gameObject->HasConditionalInteraction() && gameObject->CanActivateForPlayer(receiver))
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{
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dynFlags |= GO_DYNFLAG_LO_HIGHLIGHT;
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if (gameObject->GetGoStateFor(receiver->GetGUID()) != GO_STATE_ACTIVE)
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dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
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}
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@@ -105,14 +104,14 @@ public:
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break;
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case GAMEOBJECT_TYPE_CHEST:
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if (gameObject->HasConditionalInteraction() && gameObject->CanActivateForPlayer(receiver))
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dynFlags |= GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE | GO_DYNFLAG_LO_HIGHLIGHT;
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dynFlags |= GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE;
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else if (receiver->IsGameMaster())
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dynFlags |= GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE;
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break;
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case GAMEOBJECT_TYPE_GENERIC:
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case GAMEOBJECT_TYPE_SPELL_FOCUS:
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if (gameObject->HasConditionalInteraction() && gameObject->CanActivateForPlayer(receiver))
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dynFlags |= GO_DYNFLAG_LO_SPARKLE | GO_DYNFLAG_LO_HIGHLIGHT;
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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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@@ -129,7 +128,7 @@ public:
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break;
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case GAMEOBJECT_TYPE_GATHERING_NODE:
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if (gameObject->HasConditionalInteraction() && gameObject->CanActivateForPlayer(receiver))
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dynFlags |= GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE | GO_DYNFLAG_LO_HIGHLIGHT;
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dynFlags |= GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE;
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if (gameObject->GetGoStateFor(receiver->GetGUID()) == GO_STATE_ACTIVE)
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dynFlags |= GO_DYNFLAG_LO_DEPLETED;
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break;
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