diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index cc62e30..4178572 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -23368,6 +23368,8 @@ inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target,
// @HACK: This is to prevent objects like deeprun tram from disappearing when player moves far from its spawn point while riding it
if ((target->GetGOInfo()->type != GAMEOBJECT_TYPE_TRANSPORT))
s64.insert(target->GetGUID());
+ if (target->GetGOInfo()->flags & GO_FLAG_TRANSPORT_PHASING)
+ s64.insert(target->GetGUID());
}
diff --git a/src/server/game/Miscellaneous/SharedDefines.h b/src/server/game/Miscellaneous/SharedDefines.h
index f2a11e4..86cc801 100644
--- a/src/server/game/Miscellaneous/SharedDefines.h
+++ b/src/server/game/Miscellaneous/SharedDefines.h
@@ -1488,15 +1488,16 @@ enum GameobjectTypes
enum GameObjectFlags
{
- GO_FLAG_IN_USE = 0x00000001, // disables interaction while animated
- GO_FLAG_LOCKED = 0x00000002, // require key, spell, event, etc to be opened. Makes "Locked" appear in tooltip
- GO_FLAG_INTERACT_COND = 0x00000004, // cannot interact (condition to interact)
- GO_FLAG_TRANSPORT = 0x00000008, // any kind of transport? Object can transport (elevator, boat, car)
- GO_FLAG_NOT_SELECTABLE = 0x00000010, // not selectable even in GM mode
- GO_FLAG_NODESPAWN = 0x00000020, // never despawn, typically for doors, they just change state
- GO_FLAG_TRIGGERED = 0x00000040, // typically, summoned objects. Triggered by spell or other events
- GO_FLAG_DAMAGED = 0x00000200,
- GO_FLAG_DESTROYED = 0x00000400
+ GO_FLAG_IN_USE = 0x00000001, // disables interaction while animated
+ GO_FLAG_LOCKED = 0x00000002, // require key, spell, event, etc to be opened. Makes "Locked" appear in tooltip
+ GO_FLAG_INTERACT_COND = 0x00000004, // cannot interact (condition to interact)
+ GO_FLAG_TRANSPORT = 0x00000008, // any kind of transport? Object can transport (elevator, boat, car)
+ GO_FLAG_NOT_SELECTABLE = 0x00000010, // not selectable even in GM mode
+ GO_FLAG_NODESPAWN = 0x00000020, // never despawn, typically for doors, they just change state
+ GO_FLAG_TRIGGERED = 0x00000040, // typically, summoned objects. Triggered by spell or other events
+ GO_FLAG_DAMAGED = 0x00000200,
+ GO_FLAG_DESTROYED = 0x00000400,
+ GO_FLAG_TRANSPORT_PHASING = 0x00000800, // Enable Phasing even if the GO is a transport
};
enum GameObjectDynamicLowFlags
this should work, if you add the flag in the db