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feat: show environmental damage type in combat text and log
Fall, lava, drowning, fatigue, slime, and fire damage now display their specific type instead of generic "Environmental damage" in both floating combat text and the combat log window. The envType byte from SMSG_ENVIRONMENTAL_DAMAGE_LOG is propagated via the powerType field to the display layer. Added powerType to CombatLogEntry for consistent access in the persistent combat log.
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3 changed files with 31 additions and 8 deletions
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@ -74,6 +74,7 @@ struct CombatLogEntry {
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int32_t amount = 0;
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uint32_t spellId = 0;
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bool isPlayerSource = false;
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uint8_t powerType = 0; // For ENERGIZE/DRAIN: power type; for ENVIRONMENTAL: env damage type
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time_t timestamp = 0; // Wall-clock time (std::time(nullptr))
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std::string sourceName; // Resolved display name of attacker/caster
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std::string targetName; // Resolved display name of victim/target
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