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fix: play death/attack animations for online players, not just NPCs
Death, respawn, and melee swing callbacks only checked creatureInstances_, so online players never played death animation when killed, never returned to idle on resurrect, and never showed attack swings. Extended all three callbacks to also check playerInstances_. Also extended the game_handler death/respawn callback triggers to fire for PLAYER entities (not just UNIT), and added spawn-time death detection for players that are already dead when first seen.
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parent
e54ed1d46f
commit
100d66d18b
2 changed files with 42 additions and 12 deletions
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@ -11562,6 +11562,9 @@ void GameHandler::applyUpdateObjectBlock(const UpdateBlock& block, bool& newItem
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" displayId=", unit->getDisplayId(), " appearance extraction failed — model will not render");
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}
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}
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if (unitInitiallyDead && npcDeathCallback_) {
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npcDeathCallback_(block.guid);
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}
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} else if (creatureSpawnCallback_) {
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LOG_DEBUG("[Spawn] UNIT guid=0x", std::hex, block.guid, std::dec,
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" displayId=", unit->getDisplayId(), " at (",
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@ -11908,7 +11911,7 @@ void GameHandler::applyUpdateObjectBlock(const UpdateBlock& block, bool& newItem
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corpseX_, ",", corpseY_, ",", corpseZ_,
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") map=", corpseMapId_);
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}
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if (entity->getType() == ObjectType::UNIT && npcDeathCallback_) {
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if ((entity->getType() == ObjectType::UNIT || entity->getType() == ObjectType::PLAYER) && npcDeathCallback_) {
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npcDeathCallback_(block.guid);
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npcDeathNotified = true;
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}
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@ -11921,7 +11924,7 @@ void GameHandler::applyUpdateObjectBlock(const UpdateBlock& block, bool& newItem
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LOG_INFO("Player entered ghost form");
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}
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}
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if (entity->getType() == ObjectType::UNIT && npcRespawnCallback_) {
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if ((entity->getType() == ObjectType::UNIT || entity->getType() == ObjectType::PLAYER) && npcRespawnCallback_) {
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npcRespawnCallback_(block.guid);
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npcRespawnNotified = true;
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}
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@ -11952,7 +11955,7 @@ void GameHandler::applyUpdateObjectBlock(const UpdateBlock& block, bool& newItem
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selfResAvailable_ = false;
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LOG_INFO("Player resurrected (dynamic flags)");
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}
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} else if (entity->getType() == ObjectType::UNIT) {
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} else if (entity->getType() == ObjectType::UNIT || entity->getType() == ObjectType::PLAYER) {
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bool wasDead = (oldDyn & UNIT_DYNFLAG_DEAD) != 0;
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bool nowDead = (val & UNIT_DYNFLAG_DEAD) != 0;
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if (!wasDead && nowDead) {
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@ -12088,6 +12091,12 @@ void GameHandler::applyUpdateObjectBlock(const UpdateBlock& block, bool& newItem
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" displayId=", unit->getDisplayId(), " appearance extraction failed (VALUES update) — model will not render");
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}
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}
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bool isDeadNow = (unit->getHealth() == 0) ||
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((unit->getDynamicFlags() & (UNIT_DYNFLAG_DEAD | UNIT_DYNFLAG_LOOTABLE)) != 0);
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if (isDeadNow && !npcDeathNotified && npcDeathCallback_) {
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npcDeathCallback_(block.guid);
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npcDeathNotified = true;
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}
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} else if (creatureSpawnCallback_) {
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float unitScale2 = 1.0f;
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{
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