Core/GameObjects: Define and use new gameobject dynamic flag to restore old visual behavior

(cherry picked from commit 6d78230d6b)
This commit is contained in:
Shauren
2024-11-18 00:06:34 +01:00
committed by Ovahlord
parent 0412678e50
commit f8a24a0767
2 changed files with 2 additions and 1 deletions

View File

@@ -87,7 +87,7 @@ public:
}
else if (GameObject const* gameObject = object->ToGameObject())
{
uint32 dynFlags = 0;
uint32 dynFlags = GO_DYNFLAG_LO_STATE_TRANSITION_ANIM_DONE;
switch (gameObject->GetGoType())
{
case GAMEOBJECT_TYPE_BUTTON:

View File

@@ -3059,6 +3059,7 @@ enum GameObjectDynamicLowFlags : uint16
GO_DYNFLAG_LO_INVERTED_MOVEMENT = 0x0100, // GAMEOBJECT_TYPE_TRANSPORT only
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
GO_DYNFLAG_LO_STATE_TRANSITION_ANIM_DONE = 0x8000, // don't play state transition anim on entering visibility
};
// client side GO show states