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feat: track and display elemental resistances in character stats panel
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4 changed files with 43 additions and 3 deletions
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@ -295,6 +295,13 @@ public:
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// Server-authoritative armor (UNIT_FIELD_RESISTANCES[0])
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int32_t getArmorRating() const { return playerArmorRating_; }
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// Server-authoritative elemental resistances (UNIT_FIELD_RESISTANCES[1-6]).
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// school: 1=Holy, 2=Fire, 3=Nature, 4=Frost, 5=Shadow, 6=Arcane. Returns 0 if not received.
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int32_t getResistance(int school) const {
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if (school < 1 || school > 6) return 0;
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return playerResistances_[school - 1];
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}
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// Server-authoritative primary stats (UNIT_FIELD_STAT0-4: STR, AGI, STA, INT, SPI).
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// Returns -1 if the server hasn't sent the value yet.
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int32_t getPlayerStat(int idx) const {
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@ -2436,6 +2443,7 @@ private:
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std::unordered_map<uint64_t, float> recentLootMoneyAnnounceCooldowns_;
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uint64_t playerMoneyCopper_ = 0;
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int32_t playerArmorRating_ = 0;
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int32_t playerResistances_[6] = {}; // [0]=Holy,[1]=Fire,[2]=Nature,[3]=Frost,[4]=Shadow,[5]=Arcane
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// Server-authoritative primary stats: [0]=STR [1]=AGI [2]=STA [3]=INT [4]=SPI; -1 = not received yet
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int32_t playerStats_[5] = {-1, -1, -1, -1, -1};
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// Some servers/custom clients shift update field indices. We can auto-detect coinage by correlating
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