refactor: remove debug diagnostics from combat and animation code

This commit is contained in:
Kelsi 2026-04-05 19:10:42 -07:00
parent 0e74e0f951
commit 0a22b0d41a
3 changed files with 2 additions and 26 deletions

View file

@ -433,19 +433,10 @@ void CombatHandler::handleAttackStop(network::Packet& packet) {
void CombatHandler::handleAttackerStateUpdate(network::Packet& packet) {
AttackerStateUpdateData data;
if (!owner_.packetParsers_->parseAttackerStateUpdate(packet, data)) {
LOG_WARNING("ATTACKER_STATE_UPDATE: parse failed, remaining=", packet.getRemainingSize());
return;
}
if (!owner_.packetParsers_->parseAttackerStateUpdate(packet, data)) return;
bool isPlayerAttacker = (data.attackerGuid == owner_.playerGuid);
bool isPlayerTarget = (data.targetGuid == owner_.playerGuid);
LOG_WARNING("ATTACKER_STATE_UPDATE: attacker=0x", std::hex, data.attackerGuid,
" target=0x", data.targetGuid, " player=0x", owner_.playerGuid, std::dec,
" isPlayerAttacker=", isPlayerAttacker, " isPlayerTarget=", isPlayerTarget,
" dmg=", data.totalDamage, " hasCallback=", (owner_.meleeSwingCallback_ ? 1 : 0));
if (!isPlayerAttacker && !isPlayerTarget) return; // Not our combat
if (isPlayerAttacker) {