Core/GameObjects: Don't apply GO_DYNFLAG_LO_INTERACT_COND for GAMEOBJECT_TYPE_FLAGSTAND

Port From (https://github.com/TrinityCore/TrinityCore/commit/5fc9a3afdd805df2e2fa5f9d6f12474049965906)
This commit is contained in:
Hondacrx
2024-11-11 10:34:58 -05:00
parent 30ab2b625c
commit 29acfba7d3
@@ -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;