Core/GameObjects: Define and use new gameobject dynamic flag to restore old visual behavior

Port From (https://github.com/TrinityCore/TrinityCore/commit/6d78230d6b45d370b9cf3656c84dd59963179bae)
This commit is contained in:
Hondacrx
2025-02-17 14:45:51 -05:00
parent afe054f3e9
commit f3b2f98c78
2 changed files with 3 additions and 2 deletions
@@ -93,7 +93,8 @@ namespace Framework.Constants
NoInterract = 0x80,
InvertedMovement = 0x100,
InteractCond = 0x200, // Cannot interact (requires GO_DYNFLAG_LO_ACTIVATE to enable interaction clientside)
Highlight = 0x4000 // Allows object highlight when GO_DYNFLAG_LO_ACTIVATE are set, not only when player is on quest determined by Data fields
Highlight = 0x4000, // Allows object highlight when GO_DYNFLAG_LO_ACTIVATE are set, not only when player is on quest determined by Data fields
StateTransitionAnimDone = 0x8000, // don't play state transition anim on entering visibility
}
public enum GameObjectFlags
@@ -108,7 +108,7 @@ namespace Game.Entities
GameObject gameObject = obj.ToGameObject();
if (gameObject != null)
{
GameObjectDynamicLowFlags dynFlags = 0;
GameObjectDynamicLowFlags dynFlags = GameObjectDynamicLowFlags.StateTransitionAnimDone;
switch (gameObject.GetGoType())
{
case GameObjectTypes.Button: