diff --git a/Source/Game/Entities/Object/Update/UpdateFields.cs b/Source/Game/Entities/Object/Update/UpdateFields.cs index 9960252eb..c3d5e276d 100644 --- a/Source/Game/Entities/Object/Update/UpdateFields.cs +++ b/Source/Game/Entities/Object/Update/UpdateFields.cs @@ -153,7 +153,8 @@ 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) // (Ignore GAMEOBJECT_TYPE_FLAGSTAND as interaction is handled by GO_DYNFLAG_LO_NO_INTERACT) - if (gameObject.GetGoType() != GameObjectTypes.FlagStand && gameObject.GetGoType() != GameObjectTypes.GatheringNode) + // (Ignore GAMEOBJECT_TYPE_SPELLCASTER as interaction is handled by GO_DYNFLAG_LO_NO_INTERACT) + if (gameObject.GetGoType() != GameObjectTypes.GatheringNode && gameObject.GetGoType() != GameObjectTypes.FlagStand && gameObject.GetGoType() != GameObjectTypes.SpellCaster) if (gameObject.HasConditionalInteraction() && !gameObject.HasFlag(GameObjectFlags.InteractCond)) dynFlags |= GameObjectDynamicLowFlags.InteractCond;