Fix spell targeting, item query parsing, loot UI, hair/skin textures, and attack animations

Fix spell cast target fallback using selected target instead of no-op tautology.
Fix SMSG_ITEM_QUERY_SINGLE_RESPONSE to always read 10 stat pairs (server sends
all 10 regardless of statsCount), fixing misaligned armor/stat reads. Fix XP gain
parser to read float groupRate + uint8 RAF instead of bogus uint32 groupBonus.
Add item icons and quality-colored names to loot window. Use actual character
appearance bytes for CharSections.dbc skin/face/hair lookups instead of hardcoded
defaults. Add weapon-type-aware attack animation selection (2H prioritizes anim 18).
Add readable spell cast failure messages and vendor sell hint.
This commit is contained in:
Kelsi 2026-02-06 15:41:29 -08:00
parent f0aad5e97f
commit 2ddef93f52
9 changed files with 338 additions and 54 deletions

View file

@ -122,6 +122,7 @@ public:
void setTargetPosition(const glm::vec3* pos);
bool isMoving() const;
void triggerMeleeSwing();
void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
// Selection circle for targeted entity
void setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color);
@ -254,6 +255,7 @@ private:
float meleeSwingCooldown = 0.0f;
float meleeAnimDurationMs = 0.0f;
uint32_t meleeAnimId = 0;
uint32_t equippedWeaponInvType_ = 0;
bool terrainEnabled = true;
bool terrainLoaded = false;