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fix(animation): re-probe capabilities on melee swing, add combat diagnostics
If the capability probe ran before the model was fully loaded, all melee animation IDs would be 0 and auto-attack swings would silently fall back to STAND (no visible animation). Now re-probes when a melee swing fires but hasMelee is false. Added WARNING-level logging to triggerMeleeSwing and CombatFSM to diagnose the night elf stationary combat animation issue.
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696baffdf7
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2 changed files with 28 additions and 4 deletions
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@ -1,6 +1,7 @@
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#include "rendering/animation/combat_fsm.hpp"
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#include "rendering/animation/animation_ids.hpp"
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#include "game/inventory.hpp"
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#include "core/logger.hpp"
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namespace wowee {
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namespace rendering {
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@ -378,7 +379,10 @@ AnimOutput CombatFSM::resolve(const Input& in, const AnimCapabilitySet& caps,
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animId = caps.resolvedMelee1H;
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}
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}
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if (animId == 0) animId = anim::STAND; // Melee must play something
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if (animId == 0) {
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LOG_WARNING("CombatFSM: MELEE_SWING resolved animId=0, falling back to STAND");
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animId = anim::STAND;
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}
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loop = false;
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break;
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