mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-16 17:13:52 +00:00
refactor: remove debug diagnostics from combat and animation code
This commit is contained in:
parent
0e74e0f951
commit
0a22b0d41a
3 changed files with 2 additions and 26 deletions
|
|
@ -380,7 +380,7 @@ AnimOutput CombatFSM::resolve(const Input& in, const AnimCapabilitySet& caps,
|
|||
}
|
||||
}
|
||||
if (animId == 0) {
|
||||
LOG_WARNING("CombatFSM: MELEE_SWING resolved animId=0, falling back to STAND");
|
||||
LOG_DEBUG("CombatFSM: MELEE_SWING resolved animId=0, falling back to STAND");
|
||||
animId = anim::STAND;
|
||||
}
|
||||
loop = false;
|
||||
|
|
|
|||
|
|
@ -93,9 +93,6 @@ void AnimationController::playEmote(const std::string& emoteName) {
|
|||
auto* characterRenderer = renderer_->getCharacterRenderer();
|
||||
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
||||
if (characterRenderer && characterInstanceId > 0) {
|
||||
bool hasAnim = characterRenderer->hasAnimation(characterInstanceId, animId);
|
||||
LOG_WARNING("playEmote '", emoteName, "': animId=", animId, " loop=", loop,
|
||||
" modelHasAnim=", hasAnim);
|
||||
characterRenderer->playAnimation(characterInstanceId, animId, loop);
|
||||
lastPlayerAnimRequest_ = animId;
|
||||
lastPlayerAnimLoopRequest_ = loop;
|
||||
|
|
@ -246,17 +243,6 @@ void AnimationController::triggerMeleeSwing() {
|
|||
if (durationSec > 1.0f) durationSec = 1.0f;
|
||||
meleeSwingTimer_ = durationSec;
|
||||
|
||||
// Diagnostic: log the melee swing trigger with key state
|
||||
const auto& caps = characterAnimator_.getCapabilities();
|
||||
auto* cc = renderer_->getCameraController();
|
||||
LOG_WARNING("triggerMeleeSwing: meleeAnimId=", meleeAnimId_,
|
||||
" dur=", durationSec,
|
||||
" caps.melee1H=", caps.resolvedMelee1H,
|
||||
" caps.melee2H=", caps.resolvedMelee2H,
|
||||
" caps.meleeUnarmed=", caps.resolvedMeleeUnarmed,
|
||||
" grounded=", (cc ? cc->isGrounded() : false),
|
||||
" probed=", capabilitiesProbed_);
|
||||
|
||||
if (renderer_->getAudioCoordinator()->getActivitySoundManager()) {
|
||||
renderer_->getAudioCoordinator()->getActivitySoundManager()->playMeleeSwing();
|
||||
}
|
||||
|
|
@ -1062,7 +1048,6 @@ void AnimationController::updateCharacterAnimation() {
|
|||
if (!capabilitiesProbed_) {
|
||||
probeCapabilities();
|
||||
} else if (meleeSwingTimer_ > 0.0f && !characterAnimator_.getCapabilities().hasMelee) {
|
||||
LOG_WARNING("Re-probing capabilities: melee swing active but hasMelee=false");
|
||||
capabilitiesProbed_ = false;
|
||||
probeCapabilities();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue