fix(combatlog): render instakill events explicitly

This commit is contained in:
Kelsi 2026-03-13 22:22:00 -07:00
parent 5be55b1b14
commit 3ef5b546fb
3 changed files with 19 additions and 5 deletions

View file

@ -6376,11 +6376,9 @@ void GameHandler::handlePacket(network::Packet& packet) {
uint32_t ikSpell = (ik_rem() >= 4) ? packet.readUInt32() : 0;
// Show kill/death feedback for the local player
if (ikCaster == playerGuid) {
// We killed a target instantly — show a KILL combat text hit
addCombatText(CombatTextEntry::MELEE_DAMAGE, 0, ikSpell, true, 0, ikCaster, ikVictim);
addCombatText(CombatTextEntry::INSTAKILL, 0, ikSpell, true, 0, ikCaster, ikVictim);
} else if (ikVictim == playerGuid) {
// We were instantly killed — show a large incoming hit
addCombatText(CombatTextEntry::MELEE_DAMAGE, 0, ikSpell, false, 0, ikCaster, ikVictim);
addCombatText(CombatTextEntry::INSTAKILL, 0, ikSpell, false, 0, ikCaster, ikVictim);
addSystemChatMessage("You were killed by an instant-kill effect.");
}
LOG_DEBUG("SMSG_SPELLINSTAKILLLOG: caster=0x", std::hex, ikCaster,