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

@ -392,7 +392,8 @@ void GameScreen::render(game::GameHandler& gameHandler) {
if (gameHandler.hasTarget()) {
auto target = gameHandler.getTarget();
if (target) {
targetGLPos = core::coords::canonicalToRender(glm::vec3(target->getX(), target->getY(), target->getZ()));
targetGLPos = core::coords::canonicalToRender(
glm::vec3(target->getLatestX(), target->getLatestY(), target->getLatestZ()));
renderer->setTargetPosition(&targetGLPos);
// Selection circle color: WoW-canonical level-based colors