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authorMeji <alvaro.megias@outlook.com>2024-10-22 03:16:42 +0200
committerOvahlord <dreadkiller@gmx.de>2024-10-22 19:44:38 +0200
commitd07a7592de45c8edd03a7a10c624ee9be9258fe7 (patch)
tree7b261723250aa227b973b5d0c52719680d6c488b
parentb1a6d992bbcf55c109d5cd9d70105058b274ff3d (diff)
Core/GameObjects: Don't apply GO_DYNFLAG_LO_INTERACT_COND for GAMEOBJECT_TYPE_FLAGSTAND (#30368)
(cherry picked from commit 5fc9a3afdd805df2e2fa5f9d6f12474049965906)
-rw-r--r--src/server/game/Entities/Object/Updates/ViewerDependentValues.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Entities/Object/Updates/ViewerDependentValues.h b/src/server/game/Entities/Object/Updates/ViewerDependentValues.h
index 64571c37aeb..6f3fa8ba1ae 100644
--- a/src/server/game/Entities/Object/Updates/ViewerDependentValues.h
+++ b/src/server/game/Entities/Object/Updates/ViewerDependentValues.h
@@ -140,7 +140,8 @@ public:
{
// 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)
+ // (Ignore GAMEOBJECT_TYPE_FLAGSTAND as interaction is handled by GO_DYNFLAG_LO_NO_INTERACT)
+ if (gameObject->GetGoType() != GAMEOBJECT_TYPE_FLAGSTAND && gameObject->GetGoType() != GAMEOBJECT_TYPE_GATHERING_NODE)
if (gameObject->HasConditionalInteraction() && !gameObject->HasFlag(GO_FLAG_INTERACT_COND))
dynFlags |= GO_DYNFLAG_LO_INTERACT_COND;