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fix: detect melee abilities via spell school mask instead of hardcoded spell ID list
Replace the brittle warrior-only hardcoded spell ID list for melee ability detection with a DBC-driven check: physical school mask (1) from spellNameCache_ covers warrior, rogue, DK, paladin, feral druid, and all other physical-school instant abilities generically. Instant detection: spellId != currentCastSpellId.
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1 changed files with 14 additions and 14 deletions
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@ -13831,21 +13831,21 @@ void GameHandler::handleSpellGo(network::Packet& packet) {
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}
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// Instant melee abilities → trigger attack animation
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// Detect via physical school mask (1 = Physical) from the spell DBC cache.
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// This covers warrior, rogue, DK, paladin, feral druid, and hunter melee
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// abilities generically instead of maintaining a brittle per-spell-ID list.
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uint32_t sid = data.spellId;
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bool isMeleeAbility =
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sid == 78 || sid == 284 || sid == 285 || sid == 1608 || // Heroic Strike ranks
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sid == 11564 || sid == 11565 || sid == 11566 || sid == 11567 ||
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sid == 25286 || sid == 29707 || sid == 30324 ||
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sid == 772 || sid == 6546 || sid == 6547 || sid == 6548 || // Rend ranks
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sid == 11572 || sid == 11573 || sid == 11574 || sid == 25208 ||
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sid == 6572 || sid == 6574 || sid == 7379 || sid == 11600 || // Revenge ranks
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sid == 11601 || sid == 25288 || sid == 25269 || sid == 30357 ||
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sid == 845 || sid == 7369 || sid == 11608 || sid == 11609 || // Cleave ranks
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sid == 20569 || sid == 25231 || sid == 47519 || sid == 47520 ||
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sid == 12294 || sid == 21551 || sid == 21552 || sid == 21553 || // Mortal Strike ranks
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sid == 25248 || sid == 30330 || sid == 47485 || sid == 47486 ||
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sid == 23922 || sid == 23923 || sid == 23924 || sid == 23925 || // Shield Slam ranks
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sid == 25258 || sid == 30356 || sid == 47487 || sid == 47488;
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bool isMeleeAbility = false;
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{
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loadSpellNameCache();
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auto cacheIt = spellNameCache_.find(sid);
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if (cacheIt != spellNameCache_.end() && cacheIt->second.schoolMask == 1) {
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// Physical school — treat as instant melee ability if cast time is zero.
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// We don't store cast time in the cache; use the fact that if we were not
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// in a cast (casting == true with this spellId) then it was instant.
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isMeleeAbility = (currentCastSpellId != sid);
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}
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}
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if (isMeleeAbility && meleeSwingCallback_) {
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meleeSwingCallback_();
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}
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