Core/Gameobjects: Fixed GO_DYNFLAG_LO_HIGHLIGHT application (#30123)

Closes #27374
Closes #30213
This commit is contained in:
Meji
2024-09-16 02:26:35 +02:00
committed by GitHub
parent 76b9d85542
commit 6bcef33bb1
2 changed files with 15 additions and 8 deletions

View File

@@ -93,11 +93,8 @@ public:
case GAMEOBJECT_TYPE_BUTTON:
case GAMEOBJECT_TYPE_GOOBER:
if (gameObject->HasConditionalInteraction() && gameObject->CanActivateForPlayer(receiver))
{
dynFlags |= GO_DYNFLAG_LO_HIGHLIGHT;
if (gameObject->GetGoStateFor(receiver->GetGUID()) != GO_STATE_ACTIVE)
dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
}
dynFlags |= GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_HIGHLIGHT;
break;
case GAMEOBJECT_TYPE_QUESTGIVER:
if (gameObject->CanActivateForPlayer(receiver))
@@ -112,7 +109,7 @@ public:
case GAMEOBJECT_TYPE_GENERIC:
case GAMEOBJECT_TYPE_SPELL_FOCUS:
if (gameObject->HasConditionalInteraction() && gameObject->CanActivateForPlayer(receiver))
dynFlags |= GO_DYNFLAG_LO_SPARKLE | GO_DYNFLAG_LO_HIGHLIGHT;
dynFlags |= GO_DYNFLAG_LO_SPARKLE;
break;
case GAMEOBJECT_TYPE_TRANSPORT:
case GAMEOBJECT_TYPE_MAP_OBJ_TRANSPORT:
@@ -137,8 +134,17 @@ public:
break;
}
if (!receiver->IsGameMaster() && !gameObject->MeetsInteractCondition(receiver))
dynFlags |= GO_DYNFLAG_LO_NO_INTERACT;
if (!receiver->IsGameMaster())
{
// GO_DYNFLAG_LO_INTERACT_COND should be applied to GOs with conditional interaction (without GO_FLAG_INTERACT_COND) to disable interaction
// (Ignore GAMEOBJECT_TYPE_GATHERING_NODE as some profession-related GOs may include quest loot and can always be interacted with)
if (gameObject->GetGoType() != GAMEOBJECT_TYPE_GATHERING_NODE)
if (gameObject->HasConditionalInteraction() && !gameObject->HasFlag(GO_FLAG_INTERACT_COND))
dynFlags |= GO_DYNFLAG_LO_INTERACT_COND;
if (!gameObject->MeetsInteractCondition(receiver))
dynFlags |= GO_DYNFLAG_LO_NO_INTERACT;
}
dynamicFlags = (uint32(pathProgress) << 16) | uint32(dynFlags);
}

View File

@@ -3032,7 +3032,8 @@ enum GameObjectDynamicLowFlags : uint16
GO_DYNFLAG_LO_STOPPED = 0x0040, // Transport is stopped
GO_DYNFLAG_LO_NO_INTERACT = 0x0080,
GO_DYNFLAG_LO_INVERTED_MOVEMENT = 0x0100, // GAMEOBJECT_TYPE_TRANSPORT only
GO_DYNFLAG_LO_HIGHLIGHT = 0x0200, // Allows object highlight when GO_DYNFLAG_LO_ACTIVATE or GO_DYNFLAG_LO_SPARKLE are set, not only when player is on quest determined by Data fields
GO_DYNFLAG_LO_INTERACT_COND = 0x0200, // Cannot interact (requires GO_DYNFLAG_LO_ACTIVATE to enable interaction clientside)
GO_DYNFLAG_LO_HIGHLIGHT = 0x4000, // Allows object highlight when GO_DYNFLAG_LO_ACTIVATE are set, not only when player is on quest determined by Data fields
};
// client side GO show states