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Resolve emote text from DBC for other players' text emotes
Load third-person emote text templates (othersTarget/othersNoTarget) from EmotesText.dbc fields 3 and 7 alongside existing sender text. Build reverse lookup map from dbcId to EmoteInfo for incoming SMSG_TEXT_EMOTE resolution. Other players now show proper emote descriptions like "Player dances with Target" instead of generic "Player performs an emote" text.
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5 changed files with 118 additions and 38 deletions
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@ -126,6 +126,8 @@ public:
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bool isEmoteActive() const { return emoteActive; }
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static std::string getEmoteText(const std::string& emoteName, const std::string* targetName = nullptr);
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static uint32_t getEmoteDbcId(const std::string& emoteName);
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static std::string getEmoteTextByDbcId(uint32_t dbcId, const std::string& senderName, const std::string* targetName = nullptr);
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static uint32_t getEmoteAnimByDbcId(uint32_t dbcId);
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// Targeting support
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void setTargetPosition(const glm::vec3* pos);
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