Core/Gameobjects: Changed the highlight logic for GAMEOBJECT_TYPE_GATHERING_NODE

Port From (https://github.com/TrinityCore/TrinityCore/commit/4f5d1737a3975b0815ddd48f724b7df4fb46860a)
This commit is contained in:
Hondacrx
2024-08-05 14:46:37 -04:00
parent 2e65879fff
commit a3089d7572
@@ -154,7 +154,7 @@ namespace Game.Entities
dynFlags &= ~GameObjectDynamicLowFlags.NoInterract;
break;
case GameObjectTypes.GatheringNode:
if (gameObject.CanActivateForPlayer(receiver))
if (gameObject.GetGoInfo().GetConditionID1() != 0 && gameObject.CanActivateForPlayer(receiver))
dynFlags |= GameObjectDynamicLowFlags.Activate | GameObjectDynamicLowFlags.Sparkle | GameObjectDynamicLowFlags.Highlight;
if (gameObject.GetGoStateFor(receiver.GetGUID()) == GameObjectState.Active)
dynFlags |= GameObjectDynamicLowFlags.Depleted;