Core/Object: Fixed interaction dynamic flags assignment for GAMEOBJECT_TYPE_SPELLCASTER gameobjects
Port From (https://github.com/TrinityCore/TrinityCore/commit/e58847779134325d9adada3fa9059478d3f350de)
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@@ -153,7 +153,8 @@ namespace Game.Entities
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// GO_DYNFLAG_LO_INTERACT_COND should be applied to GOs with conditional interaction (without GO_FLAG_INTERACT_COND) to disable interaction
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// (Ignore GAMEOBJECT_TYPE_GATHERING_NODE as some profession-related GOs may include quest loot and can always be interacted with)
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// (Ignore GAMEOBJECT_TYPE_FLAGSTAND as interaction is handled by GO_DYNFLAG_LO_NO_INTERACT)
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if (gameObject.GetGoType() != GameObjectTypes.FlagStand && gameObject.GetGoType() != GameObjectTypes.GatheringNode)
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// (Ignore GAMEOBJECT_TYPE_SPELLCASTER as interaction is handled by GO_DYNFLAG_LO_NO_INTERACT)
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if (gameObject.GetGoType() != GameObjectTypes.GatheringNode && gameObject.GetGoType() != GameObjectTypes.FlagStand && gameObject.GetGoType() != GameObjectTypes.SpellCaster)
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if (gameObject.HasConditionalInteraction() && !gameObject.HasFlag(GameObjectFlags.InteractCond))
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dynFlags |= GameObjectDynamicLowFlags.InteractCond;
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