diff --git a/Source/Framework/Constants/GameObjectConst.cs b/Source/Framework/Constants/GameObjectConst.cs index 054d4013b..7af25425a 100644 --- a/Source/Framework/Constants/GameObjectConst.cs +++ b/Source/Framework/Constants/GameObjectConst.cs @@ -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 diff --git a/Source/Game/Entities/Object/Update/UpdateFields.cs b/Source/Game/Entities/Object/Update/UpdateFields.cs index 679c851bd..ce489212a 100644 --- a/Source/Game/Entities/Object/Update/UpdateFields.cs +++ b/Source/Game/Entities/Object/Update/UpdateFields.cs @@ -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: