Core/GameObjects: Define and use new gameobject dynamic flag to restore old visual behavior
Port From (https://github.com/TrinityCore/TrinityCore/commit/6d78230d6b45d370b9cf3656c84dd59963179bae)
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@@ -93,7 +93,8 @@ namespace Framework.Constants
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NoInterract = 0x80,
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NoInterract = 0x80,
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InvertedMovement = 0x100,
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InvertedMovement = 0x100,
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InteractCond = 0x200, // Cannot interact (requires GO_DYNFLAG_LO_ACTIVATE to enable interaction clientside)
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InteractCond = 0x200, // Cannot interact (requires GO_DYNFLAG_LO_ACTIVATE to enable interaction clientside)
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Highlight = 0x4000 // Allows object highlight when GO_DYNFLAG_LO_ACTIVATE are set, not only when player is on quest determined by Data fields
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Highlight = 0x4000, // Allows object highlight when GO_DYNFLAG_LO_ACTIVATE are set, not only when player is on quest determined by Data fields
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StateTransitionAnimDone = 0x8000, // don't play state transition anim on entering visibility
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}
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}
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public enum GameObjectFlags
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public enum GameObjectFlags
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@@ -108,7 +108,7 @@ namespace Game.Entities
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GameObject gameObject = obj.ToGameObject();
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GameObject gameObject = obj.ToGameObject();
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if (gameObject != null)
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if (gameObject != null)
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{
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{
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GameObjectDynamicLowFlags dynFlags = 0;
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GameObjectDynamicLowFlags dynFlags = GameObjectDynamicLowFlags.StateTransitionAnimDone;
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switch (gameObject.GetGoType())
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switch (gameObject.GetGoType())
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{
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{
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case GameObjectTypes.Button:
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case GameObjectTypes.Button:
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