diff options
author | Shauren <shauren.trinity@gmail.com> | 2024-11-18 00:06:34 +0100 |
---|---|---|
committer | Ovahlord <dreadkiller@gmx.de> | 2025-04-08 07:06:37 +0200 |
commit | f8a24a076787649a258a9ee105167f51efcd775d (patch) | |
tree | 67b17ee227e1b4860c3e5813035d1dbbfa5bd80f /src | |
parent | 0412678e50412c87aadc643b672b86763fe4a23b (diff) |
Core/GameObjects: Define and use new gameobject dynamic flag to restore old visual behavior
(cherry picked from commit 6d78230d6b45d370b9cf3656c84dd59963179bae)
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Object/Updates/ViewerDependentValues.h | 2 | ||||
-rw-r--r-- | src/server/game/Miscellaneous/SharedDefines.h | 1 |
2 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 eb9335ee175..5890ebac127 100644 --- a/src/server/game/Entities/Object/Updates/ViewerDependentValues.h +++ b/src/server/game/Entities/Object/Updates/ViewerDependentValues.h @@ -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: diff --git a/src/server/game/Miscellaneous/SharedDefines.h b/src/server/game/Miscellaneous/SharedDefines.h index 928ad8a7d60..78c68ac4481 100644 --- a/src/server/game/Miscellaneous/SharedDefines.h +++ b/src/server/game/Miscellaneous/SharedDefines.h @@ -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 |