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authorShauren <shauren.trinity@gmail.com>2024-11-18 00:06:34 +0100
committerShauren <shauren.trinity@gmail.com>2024-11-18 00:06:34 +0100
commit6d78230d6b45d370b9cf3656c84dd59963179bae (patch)
tree1f35b00ef18f821ebd9e709cae06893d6ee0abd6 /src/server/game/Entities/Object
parent9b78546db2101883f0ed626d258281bdd1d9ecad (diff)
Core/GameObjects: Define and use new gameobject dynamic flag to restore old visual behavior
Diffstat (limited to 'src/server/game/Entities/Object')
-rw-r--r--src/server/game/Entities/Object/Updates/ViewerDependentValues.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Object/Updates/ViewerDependentValues.h b/src/server/game/Entities/Object/Updates/ViewerDependentValues.h
index ccaa715adeb..019710e6897 100644
--- a/src/server/game/Entities/Object/Updates/ViewerDependentValues.h
+++ b/src/server/game/Entities/Object/Updates/ViewerDependentValues.h
@@ -86,7 +86,7 @@ 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: