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Wire SMSG_MULTIPLE_MOVES to handleCompressedMoves and parse SMSG_PROCRESIST
- SMSG_MULTIPLE_MOVES uses the same uint8-size+uint16-opcode format as SMSG_COMPRESSED_MOVES; route it to handleCompressedMoves() so bundled monster movement updates are processed instead of dropped - SMSG_PROCRESIST: parse caster/victim GUIDs and show MISS combat text when the player's proc was resisted by an enemy spell
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1 changed files with 12 additions and 4 deletions
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@ -1771,10 +1771,17 @@ void GameHandler::handlePacket(network::Packet& packet) {
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break;
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// ---- Spell proc resist log ----
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case Opcode::SMSG_PROCRESIST:
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// guid(8) + guid(8) + uint32 spellId + uint8 logSchoolMask — just consume
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packet.setReadPos(packet.getSize());
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case Opcode::SMSG_PROCRESIST: {
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// casterGuid(8) + victimGuid(8) + uint32 spellId + uint8 logSchoolMask
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if (packet.getSize() - packet.getReadPos() >= 17) {
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/*uint64_t caster =*/ packet.readUInt64();
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uint64_t victim = packet.readUInt64();
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uint32_t spellId = packet.readUInt32();
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if (victim == playerGuid)
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addCombatText(CombatTextEntry::MISS, 0, spellId, false);
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}
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break;
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}
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// ---- Loot start roll (Need/Greed popup trigger) ----
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case Opcode::SMSG_LOOT_START_ROLL: {
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@ -4802,7 +4809,8 @@ void GameHandler::handlePacket(network::Packet& packet) {
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// ---- Multiple aggregated packets/moves ----
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case Opcode::SMSG_MULTIPLE_MOVES:
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packet.setReadPos(packet.getSize());
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// Same wire format as SMSG_COMPRESSED_MOVES: uint8 size + uint16 opcode + payload[]
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handleCompressedMoves(packet);
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break;
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case Opcode::SMSG_MULTIPLE_PACKETS: {
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