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fix(combatlog): render instakill events explicitly
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3 changed files with 19 additions and 5 deletions
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@ -6376,11 +6376,9 @@ void GameHandler::handlePacket(network::Packet& packet) {
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uint32_t ikSpell = (ik_rem() >= 4) ? packet.readUInt32() : 0;
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// Show kill/death feedback for the local player
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if (ikCaster == playerGuid) {
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// We killed a target instantly — show a KILL combat text hit
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addCombatText(CombatTextEntry::MELEE_DAMAGE, 0, ikSpell, true, 0, ikCaster, ikVictim);
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addCombatText(CombatTextEntry::INSTAKILL, 0, ikSpell, true, 0, ikCaster, ikVictim);
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} else if (ikVictim == playerGuid) {
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// We were instantly killed — show a large incoming hit
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addCombatText(CombatTextEntry::MELEE_DAMAGE, 0, ikSpell, false, 0, ikCaster, ikVictim);
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addCombatText(CombatTextEntry::INSTAKILL, 0, ikSpell, false, 0, ikCaster, ikVictim);
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addSystemChatMessage("You were killed by an instant-kill effect.");
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}
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LOG_DEBUG("SMSG_SPELLINSTAKILLLOG: caster=0x", std::hex, ikCaster,
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