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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.
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3 changed files with 8 additions and 30 deletions
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@ -226,9 +226,6 @@ private:
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bool autoRunning = false;
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bool tildeWasDown = false;
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// Movement animation state tracking
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bool prevPlayerMoving_ = false;
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// Movement state tracking (for sending opcodes on state change)
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bool wasMovingForward = false;
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bool wasMovingBackward = false;
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