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refactor: remove debug diagnostics from combat and animation code
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0e74e0f951
commit
0a22b0d41a
3 changed files with 2 additions and 26 deletions
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@ -433,19 +433,10 @@ void CombatHandler::handleAttackStop(network::Packet& packet) {
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void CombatHandler::handleAttackerStateUpdate(network::Packet& packet) {
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AttackerStateUpdateData data;
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if (!owner_.packetParsers_->parseAttackerStateUpdate(packet, data)) {
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LOG_WARNING("ATTACKER_STATE_UPDATE: parse failed, remaining=", packet.getRemainingSize());
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return;
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}
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if (!owner_.packetParsers_->parseAttackerStateUpdate(packet, data)) return;
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bool isPlayerAttacker = (data.attackerGuid == owner_.playerGuid);
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bool isPlayerTarget = (data.targetGuid == owner_.playerGuid);
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LOG_WARNING("ATTACKER_STATE_UPDATE: attacker=0x", std::hex, data.attackerGuid,
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" target=0x", data.targetGuid, " player=0x", owner_.playerGuid, std::dec,
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" isPlayerAttacker=", isPlayerAttacker, " isPlayerTarget=", isPlayerTarget,
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" dmg=", data.totalDamage, " hasCallback=", (owner_.meleeSwingCallback_ ? 1 : 0));
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if (!isPlayerAttacker && !isPlayerTarget) return; // Not our combat
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if (isPlayerAttacker) {
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