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fix: clear lastInteractedGoGuid_ for non-lootable GO interactions
Mailboxes, doors, buttons, and other non-lootable GOs set shouldSendLoot=false so no CMSG_LOOT is dispatched — but lastInteractedGoGuid_ was still set. Without SMSG_LOOT_RESPONSE to clear it, a subsequent timed cast completion (e.g. player buffs at the mailbox) would fire a spurious CMSG_LOOT for the mailbox GUID.
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@ -17446,6 +17446,11 @@ void GameHandler::performGameObjectInteractionNow(uint64_t guid) {
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}
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if (shouldSendLoot) {
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lootTarget(guid);
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} else {
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// Non-lootable interaction (mailbox, door, button, etc.) — no CMSG_LOOT will be
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// sent, and no SMSG_LOOT_RESPONSE will arrive to clear it. Clear the gather-loot
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// guid now so a subsequent timed cast completion can't fire a spurious CMSG_LOOT.
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lastInteractedGoGuid_ = 0;
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}
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// Retry use briefly to survive packet loss/order races.
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const bool retryLoot = shouldSendLoot;
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