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rendering/game: fix other-player movement animations and add jump/swim hints
- MSG_MOVE_STOP/STOP_STRAFE/STOP_TURN/STOP_SWIM/FALL_LAND: snap entity to stop position (duration=0) and pass durationMs=0 to renderer so the Run-animation flash is suppressed; per-frame sync plays Stand on next frame - MSG_MOVE_JUMP: fire new UnitAnimHintCallback with anim 38 (JumpMid) so other players and NPCs visually leave the ground during jumps - MSG_MOVE_START_SWIM: fire UnitAnimHintCallback with anim 42 (Swim) - Wire up UnitAnimHintCallback in application.cpp; skips Death (anim 1)
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137b25f318
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14c2bc97b1
3 changed files with 54 additions and 3 deletions
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@ -12165,11 +12165,34 @@ void GameHandler::handleOtherPlayerMovement(network::Packet& packet) {
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}
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otherPlayerMoveTimeMs_[moverGuid] = info.time;
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entity->startMoveTo(canonical.x, canonical.y, canonical.z, canYaw, durationMs / 1000.0f);
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// Classify the opcode so we can drive the correct entity update and animation.
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const uint16_t wireOp = packet.getOpcode();
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const bool isStopOpcode =
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(wireOp == wireOpcode(Opcode::MSG_MOVE_STOP)) ||
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(wireOp == wireOpcode(Opcode::MSG_MOVE_STOP_STRAFE)) ||
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(wireOp == wireOpcode(Opcode::MSG_MOVE_STOP_TURN)) ||
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(wireOp == wireOpcode(Opcode::MSG_MOVE_STOP_SWIM)) ||
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(wireOp == wireOpcode(Opcode::MSG_MOVE_FALL_LAND));
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const bool isJumpOpcode = (wireOp == wireOpcode(Opcode::MSG_MOVE_JUMP));
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const bool isSwimOpcode = (wireOp == wireOpcode(Opcode::MSG_MOVE_START_SWIM));
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// Notify renderer
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// For stop opcodes snap the entity position (duration=0) so it doesn't keep interpolating,
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// and pass durationMs=0 to the renderer so the Run-anim flash is suppressed.
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// The per-frame sync will detect no movement and play Stand on the next frame.
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const float entityDuration = isStopOpcode ? 0.0f : (durationMs / 1000.0f);
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entity->startMoveTo(canonical.x, canonical.y, canonical.z, canYaw, entityDuration);
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// Notify renderer of position change
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if (creatureMoveCallback_) {
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creatureMoveCallback_(moverGuid, canonical.x, canonical.y, canonical.z, durationMs);
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const uint32_t notifyDuration = isStopOpcode ? 0u : durationMs;
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creatureMoveCallback_(moverGuid, canonical.x, canonical.y, canonical.z, notifyDuration);
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}
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// Signal specific animation transitions that the per-frame sync can't detect reliably.
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// WoW M2 animation IDs: 38=JumpMid (loops during airborne), 42=Swim
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if (unitAnimHintCallback_) {
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if (isJumpOpcode) unitAnimHintCallback_(moverGuid, 38u);
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else if (isSwimOpcode) unitAnimHintCallback_(moverGuid, 42u);
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}
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}
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