rendering: fix NPC movement animation IDs and remove redundant player anim

The renderer's CharAnimState machine already drives player character
animations (Run=5, Walk=4, Jump, Swim, etc.) — remove the conflicting
camera controller code added in the previous commit.

Fix creature movement animations to use the correct WoW M2 IDs:
4=Walk, 5=Run. Both the per-frame sync loop and the SMSG_MONSTER_MOVE
spline callback now use Run (5) for NPC movement.
This commit is contained in:
Kelsi 2026-03-10 10:19:13 -07:00
parent 279c30367a
commit 137b25f318
3 changed files with 8 additions and 30 deletions

View file

@ -226,9 +226,6 @@ private:
bool autoRunning = false;
bool tildeWasDown = false;
// Movement animation state tracking
bool prevPlayerMoving_ = false;
// Movement state tracking (for sending opcodes on state change)
bool wasMovingForward = false;
bool wasMovingBackward = false;