Fix creature chase animation and target-circle tracking

- use movement animation (prefer run, fallback walk) for server-driven creature moves
- synthesize short movement duration for duration-less movement deltas to avoid glide/attack-pose sliding
- return to idle after both walk/run movement states
- drive target circle from entity latest position and always interpolate selected/engaged targets
This commit is contained in:
Kelsi 2026-02-18 03:53:53 -08:00
parent dd8f04ac99
commit 08c956a6e5
3 changed files with 32 additions and 12 deletions

View file

@ -635,6 +635,11 @@ void GameHandler::update(float deltaTime) {
entity->updateMovement(deltaTime);
continue;
}
// Keep selected/engaged target interpolation exact for UI targeting circle.
if (guid == targetGuid || guid == autoAttackTarget) {
entity->updateMovement(deltaTime);
continue;
}
// Distance cull other entities (use latest position to avoid culling by stale origin)
glm::vec3 entityPos(entity->getLatestX(), entity->getLatestY(), entity->getLatestZ());