Core/Object: Fixed interaction dynamic flags assignment for GAMEOBJECT_TYPE_SPELLCASTER gameobjects

Closes #30533
This commit is contained in:
ModoX
2024-12-22 00:14:59 +01:00
parent d89a6f1c21
commit e588477791
@@ -131,7 +131,8 @@ public:
// GO_DYNFLAG_LO_INTERACT_COND should be applied to GOs with conditional interaction (without GO_FLAG_INTERACT_COND) to disable interaction // 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_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) // (Ignore GAMEOBJECT_TYPE_FLAGSTAND as interaction is handled by GO_DYNFLAG_LO_NO_INTERACT)
if (gameObject->GetGoType() != GAMEOBJECT_TYPE_FLAGSTAND && gameObject->GetGoType() != GAMEOBJECT_TYPE_GATHERING_NODE) // (Ignore GAMEOBJECT_TYPE_SPELLCASTER as interaction is handled by GO_DYNFLAG_LO_NO_INTERACT)
if (gameObject->GetGoType() != GAMEOBJECT_TYPE_GATHERING_NODE && gameObject->GetGoType() != GAMEOBJECT_TYPE_FLAGSTAND && gameObject->GetGoType() != GAMEOBJECT_TYPE_SPELLCASTER)
if (gameObject->HasConditionalInteraction() && !gameObject->HasFlag(GO_FLAG_INTERACT_COND)) if (gameObject->HasConditionalInteraction() && !gameObject->HasFlag(GO_FLAG_INTERACT_COND))
dynFlags |= GO_DYNFLAG_LO_INTERACT_COND; dynFlags |= GO_DYNFLAG_LO_INTERACT_COND;