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fix: mining nodes no longer report invalid target and now open loot after gather
Two bugs fixed: 1. Retry logic (for Classic) re-sent CMSG_GAMEOBJ_USE at 0.15s while the gather cast was in-flight, causing SPELL_FAILED_BAD_TARGETS. Now clears pendingGameObjectLootRetries_ as soon as SMSG_SPELL_START shows the player started a cast (gather accepted). 2. CMSG_LOOT was sent immediately before the gather cast completed, then never sent again — so the loot window never opened. Now tracks the last interacted GO and sends CMSG_LOOT in handleSpellGo once the gather spell completes, matching how the real client behaves.
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2 changed files with 20 additions and 0 deletions
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@ -2778,6 +2778,9 @@ private:
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float timer = 0.0f;
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};
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std::vector<PendingLootOpen> pendingGameObjectLootOpens_;
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// Tracks the last GO we sent CMSG_GAMEOBJ_USE to; used in handleSpellGo
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// to send CMSG_LOOT after a gather cast (mining/herbalism) completes.
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uint64_t lastInteractedGoGuid_ = 0;
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uint64_t pendingLootMoneyGuid_ = 0;
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uint32_t pendingLootMoneyAmount_ = 0;
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float pendingLootMoneyNotifyTimer_ = 0.0f;
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