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feat: separate cast/impact kit paths in spell visual DBC lookup
loadSpellVisualDbc() now builds two distinct maps: spellVisualCastPath_ — visualId → M2 via SpellVisual.CastKit chain spellVisualImpactPath_ — visualId → M2 via SpellVisual.ImpactKit chain playSpellVisual() accepts useImpactKit=false (default, cast) / true (impact). SMSG_PLAY_SPELL_IMPACT passes useImpactKit=true so impact effects (explosions, debuff indicators) use the ImpactKit model instead of the CastKit model. Added ImpactKit field to all four dbc_layouts.json files.
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3 changed files with 51 additions and 38 deletions
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@ -7431,7 +7431,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
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glm::vec3 canonical(entity->getLatestX(), entity->getLatestY(), entity->getLatestZ());
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spawnPos = core::coords::canonicalToRender(canonical);
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}
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renderer->playSpellVisual(impVisualId, spawnPos);
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renderer->playSpellVisual(impVisualId, spawnPos, /*useImpactKit=*/true);
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break;
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}
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