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net: add MSG_MOVE_SET_WALK/RUN_MODE to compressed-moves batch dispatch
handleCompressedMoves uses a hardcoded opcode array to recognise which sub-packets should be routed to handleOtherPlayerMovement. The two newly dispatched opcodes were not in this list, so walk/run mode transitions embedded in SMSG_COMPRESSED_MOVES / SMSG_MULTIPLE_MOVES batches were silently dropped.
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1 changed files with 3 additions and 1 deletions
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@ -12240,7 +12240,7 @@ void GameHandler::handleCompressedMoves(network::Packet& packet) {
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// Player movement sub-opcodes (SMSG_MULTIPLE_MOVES carries MSG_MOVE_*)
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// Not static — wireOpcode() depends on runtime active opcode table.
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const std::array<uint16_t, 15> kMoveOpcodes = {
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const std::array<uint16_t, 17> kMoveOpcodes = {
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wireOpcode(Opcode::MSG_MOVE_START_FORWARD),
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wireOpcode(Opcode::MSG_MOVE_START_BACKWARD),
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wireOpcode(Opcode::MSG_MOVE_STOP),
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@ -12256,6 +12256,8 @@ void GameHandler::handleCompressedMoves(network::Packet& packet) {
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wireOpcode(Opcode::MSG_MOVE_HEARTBEAT),
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wireOpcode(Opcode::MSG_MOVE_START_SWIM),
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wireOpcode(Opcode::MSG_MOVE_STOP_SWIM),
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wireOpcode(Opcode::MSG_MOVE_SET_WALK_MODE),
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wireOpcode(Opcode::MSG_MOVE_SET_RUN_MODE),
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};
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// Track unhandled sub-opcodes once per compressed packet (avoid log spam)
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