From 29acfba7d39f9593cb9b0123854aab20f3a681bc Mon Sep 17 00:00:00 2001 From: Hondacrx Date: Mon, 11 Nov 2024 10:34:58 -0500 Subject: [PATCH] Core/GameObjects: Don't apply GO_DYNFLAG_LO_INTERACT_COND for GAMEOBJECT_TYPE_FLAGSTAND Port From (https://github.com/TrinityCore/TrinityCore/commit/5fc9a3afdd805df2e2fa5f9d6f12474049965906) --- Source/Game/Entities/Object/Update/UpdateFields.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Source/Game/Entities/Object/Update/UpdateFields.cs b/Source/Game/Entities/Object/Update/UpdateFields.cs index 8ebc6b12e..2c9e4e8d9 100644 --- a/Source/Game/Entities/Object/Update/UpdateFields.cs +++ b/Source/Game/Entities/Object/Update/UpdateFields.cs @@ -160,7 +160,8 @@ namespace Game.Entities { // 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() != GameObjectTypes.GatheringNode) + // (Ignore GAMEOBJECT_TYPE_FLAGSTAND as interaction is handled by GO_DYNFLAG_LO_NO_INTERACT) + if (gameObject.GetGoType() != GameObjectTypes.FlagStand && gameObject.GetGoType() != GameObjectTypes.GatheringNode) if (gameObject.HasConditionalInteraction() && !gameObject.HasFlag(GameObjectFlags.InteractCond)) dynFlags |= GameObjectDynamicLowFlags.InteractCond;