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Add mount system and crash mouse-release handler
Render mount M2 model under player with seated animation, apply creature skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and /dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
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13 changed files with 363 additions and 3 deletions
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@ -125,6 +125,11 @@ public:
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void triggerMeleeSwing();
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void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
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// Mount rendering
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void setMounted(uint32_t mountInstId, float heightOffset);
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void clearMount();
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bool isMounted() const { return mountInstanceId_ != 0; }
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// Selection circle for targeted entity
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void setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color);
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void clearSelectionCircle();
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@ -214,7 +219,7 @@ private:
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float characterYaw = 0.0f;
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// Character animation state
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enum class CharAnimState { IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING };
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enum class CharAnimState { IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT };
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CharAnimState charAnimState = CharAnimState::IDLE;
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void updateCharacterAnimation();
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bool isFootstepAnimationState() const;
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@ -259,6 +264,10 @@ private:
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uint32_t meleeAnimId = 0;
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uint32_t equippedWeaponInvType_ = 0;
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// Mount state
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uint32_t mountInstanceId_ = 0;
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float mountHeightOffset_ = 0.0f;
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bool terrainEnabled = true;
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bool terrainLoaded = false;
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