Core/Gameobjects: Changed the highlight logic for GAMEOBJECT_TYPE_GATHERING_NODE
Port From (https://github.com/TrinityCore/TrinityCore/commit/4f5d1737a3975b0815ddd48f724b7df4fb46860a)
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@@ -154,7 +154,7 @@ namespace Game.Entities
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dynFlags &= ~GameObjectDynamicLowFlags.NoInterract;
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break;
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case GameObjectTypes.GatheringNode:
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if (gameObject.CanActivateForPlayer(receiver))
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if (gameObject.GetGoInfo().GetConditionID1() != 0 && gameObject.CanActivateForPlayer(receiver))
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dynFlags |= GameObjectDynamicLowFlags.Activate | GameObjectDynamicLowFlags.Sparkle | GameObjectDynamicLowFlags.Highlight;
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if (gameObject.GetGoStateFor(receiver.GetGUID()) == GameObjectState.Active)
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dynFlags |= GameObjectDynamicLowFlags.Depleted;
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