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Core/GameObjects: Define and use new gameobject dynamic flag to restore old visual behavior
(cherry picked from commit 6d78230d6b)
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@@ -87,7 +87,7 @@ public:
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}
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else if (GameObject const* gameObject = object->ToGameObject())
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{
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uint32 dynFlags = 0;
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uint32 dynFlags = GO_DYNFLAG_LO_STATE_TRANSITION_ANIM_DONE;
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switch (gameObject->GetGoType())
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{
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case GAMEOBJECT_TYPE_BUTTON:
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@@ -3059,6 +3059,7 @@ enum GameObjectDynamicLowFlags : uint16
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GO_DYNFLAG_LO_INVERTED_MOVEMENT = 0x0100, // GAMEOBJECT_TYPE_TRANSPORT only
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GO_DYNFLAG_LO_INTERACT_COND = 0x0200, // Cannot interact (requires GO_DYNFLAG_LO_ACTIVATE to enable interaction clientside)
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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
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GO_DYNFLAG_LO_STATE_TRANSITION_ANIM_DONE = 0x8000, // don't play state transition anim on entering visibility
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};
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// client side GO show states
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