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authorMeji <alvaro.megias@outlook.com>2024-10-22 03:16:42 +0200
committerGitHub <noreply@github.com>2024-10-22 03:16:42 +0200
commit5fc9a3afdd805df2e2fa5f9d6f12474049965906 (patch)
treec1ebf9c225b1f5a390ddd3278bd21ce18b8b21f5 /src
parentb506a534430049d9abc5fc757bca3651c0ca67d0 (diff)
Core/GameObjects: Don't apply GO_DYNFLAG_LO_INTERACT_COND for GAMEOBJECT_TYPE_FLAGSTAND (#30368)
Diffstat (limited to 'src')
-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 f91f423b0cc..c19e91c30f3 100644
--- a/src/server/game/Entities/Object/Updates/ViewerDependentValues.h
+++ b/src/server/game/Entities/Object/Updates/ViewerDependentValues.h
@@ -138,7 +138,8 @@ 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;