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Fix combat facing, tab-target filtering, and spirit healer resurrection
- Add Entity::setOrientation() to update facing without cancelling movement - Force attacker and victim to face each other on SMSG_ATTACKSTART - Fix orientation sign error in MonsterMove: use atan2(-dy, dx) throughout so NPCs don't glide backward; clamp FacingAngle moves that are >90° off travel vector - Tab-target: skip dead units and non-hostiles at both build and advance time; stale entries (killed between presses) are skipped inline rather than cycling to them - Spirit healer resurrection: detect same-map SMSG_NEW_WORLD with resurrectPending_ and skip the full world reload/entity clear, preventing the fall-forever bug
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2 changed files with 111 additions and 14 deletions
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@ -66,6 +66,8 @@ public:
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float getY() const { return y; }
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float getZ() const { return z; }
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float getOrientation() const { return orientation; }
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// Update orientation only, without disrupting an in-progress movement interpolation.
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void setOrientation(float o) { orientation = o; }
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void setPosition(float px, float py, float pz, float o) {
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x = px;
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