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game: fix SMSG_SPELL_GO miss-entry consumption in WotLK and TBC parsers
Both SpellGoParser::parse (WotLK) and TbcPacketParsers::parseSpellGo
(TBC) read missCount but did not consume the per-miss (guid + missType)
entries that follow, leaving unread bytes in the packet and silently
corrupting any subsequent parsing of cast-flags–gated spell data.
- Add SpellGoMissEntry{targetGuid, missType} and missTargets vector
to SpellGoData
- WotLK parser now reads packed GUIDs + missType per miss entry
- TBC parser now reads full uint64 GUIDs + missType per miss entry
(9 bytes per entry, bounds-checked)
- handleSpellGo now shows MISS/DODGE/PARRY/BLOCK combat text
for each missed target when the local player cast the spell,
complementing the existing SMSG_SPELLLOGMISS path
- Remove unused foliageLikeModel variable in m2_renderer pass-2 loop
(fix unused-variable warning)
- Update smoke model comment in m2_renderer to reflect current state
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parent
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commit
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5 changed files with 42 additions and 4 deletions
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@ -1185,7 +1185,7 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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" tris, grid ", gpuModel.collision.gridCellsX, "x", gpuModel.collision.gridCellsY);
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}
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// Flag smoke models for UV scroll animation (particle emitters not implemented)
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// Flag smoke models for UV scroll animation (in addition to particle emitters)
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{
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std::string smokeName = model.name;
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std::transform(smokeName.begin(), smokeName.end(), smokeName.begin(),
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@ -2709,7 +2709,6 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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uint16_t targetLOD = desiredLOD;
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if (desiredLOD > 0 && !(model.availableLODs & (1u << desiredLOD))) targetLOD = 0;
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const bool foliageLikeModel = model.isFoliageLike;
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const bool particleDominantEffect = model.isSpellEffect &&
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!model.particleEmitters.empty() && model.batches.size() <= 2;
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