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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
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3 changed files with 32 additions and 12 deletions
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@ -635,6 +635,11 @@ void GameHandler::update(float deltaTime) {
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entity->updateMovement(deltaTime);
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continue;
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}
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// Keep selected/engaged target interpolation exact for UI targeting circle.
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if (guid == targetGuid || guid == autoAttackTarget) {
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entity->updateMovement(deltaTime);
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continue;
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}
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// Distance cull other entities (use latest position to avoid culling by stale origin)
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glm::vec3 entityPos(entity->getLatestX(), entity->getLatestY(), entity->getLatestZ());
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