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Implement SMSG_SPELLDAMAGESHIELD, SMSG_SPELLORDAMAGE_IMMUNE; route MSG_MOVE in SMSG_MULTIPLE_MOVES
- SMSG_SPELLDAMAGESHIELD: parse victim/caster/damage fields and show SPELL_DAMAGE combat text for player-relevant events (damage shields like Thorns) - SMSG_SPELLORDAMAGE_IMMUNE: parse packed caster/victim guids and show new IMMUNE combat text type when player is involved in an immunity event - Add CombatTextEntry::IMMUNE type to spell_defines.hpp and render it as white "Immune!" in the combat text overlay - handleCompressedMoves: add MSG_MOVE_* routing so SMSG_MULTIPLE_MOVES sub-packets (player movement batches) are dispatched to handleOtherPlayerMovement instead of logged as unhandled; fix runtime-opcode lookup (non-static array)
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3 changed files with 68 additions and 3 deletions
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@ -4671,6 +4671,10 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
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snprintf(text, sizeof(text), "+%d XP", entry.amount);
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color = ImVec4(0.7f, 0.3f, 1.0f, alpha); // Purple for XP
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break;
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case game::CombatTextEntry::IMMUNE:
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snprintf(text, sizeof(text), "Immune!");
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color = ImVec4(0.9f, 0.9f, 0.9f, alpha); // White for immune
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break;
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default:
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snprintf(text, sizeof(text), "%d", entry.amount);
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color = ImVec4(1.0f, 1.0f, 1.0f, alpha);
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