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

@ -1476,7 +1476,8 @@ void Application::update(float deltaTime) {
}
posIt->second = renderPos;
// Drive movement animation: Run (4) when moving, Stand (0) when idle.
// Drive movement animation: Run (anim 5) when moving, Stand (0) when idle.
// WoW M2 animation IDs: 4=Walk, 5=Run. Use Run for all server-driven NPC movement.
// Only switch on transitions to avoid resetting animation time.
// Don't override Death (1) animation.
bool prevMoving = creatureWasMoving_[guid];
@ -1486,7 +1487,7 @@ void Application::update(float deltaTime) {
bool gotState = charRenderer->getAnimationState(instanceId, curAnimId, curT, curDur);
if (!gotState || curAnimId != 1 /*Death*/) {
charRenderer->playAnimation(instanceId,
isMovingNow ? 4u : 0u, /*loop=*/true);
isMovingNow ? 5u : 0u, /*loop=*/true);
}
}
}
@ -2453,7 +2454,8 @@ void Application::setupUICallbacks() {
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
float durationSec = static_cast<float>(durationMs) / 1000.0f;
renderer->getCharacterRenderer()->moveInstanceTo(instanceId, renderPos, durationSec);
// Play Run animation for the duration of the spline move (anim 4).
// Play Run animation (anim 5) for the duration of the spline move.
// WoW M2 animation IDs: 4=Walk, 5=Run.
// Don't override Death animation (1). The per-frame sync loop will return to
// Stand when movement stops.
if (durationMs > 0) {
@ -2461,7 +2463,7 @@ void Application::setupUICallbacks() {
auto* cr = renderer->getCharacterRenderer();
bool gotState = cr->getAnimationState(instanceId, curAnimId, curT, curDur);
if (!gotState || curAnimId != 1 /*Death*/) {
cr->playAnimation(instanceId, 4u, /*loop=*/true);
cr->playAnimation(instanceId, 5u, /*loop=*/true);
}
if (!isPlayer) creatureWasMoving_[guid] = true;
}