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-rw-r--r--src/server/game/Entities/Object/Updates/ViewerDependentValues.h2
-rw-r--r--src/server/game/Miscellaneous/SharedDefines.h1
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