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Add loading screen, fix tree/foliage collision, jump buffering, and fence rotation
- Loading screen stays visible until all terrain tiles finish streaming; character spawns only after terrain is loaded and Z-snapped to ground - Reduce tree trunk collision bounds (5% of canopy, capped at 5.0) and make all small/medium trees, bushes, lily pads, and foliage walkthrough - Add jump input buffering (150ms) and coyote time (100ms) for responsive jumps - Fix fence orientation by adding +180° heading rotation - Increase terrain load radius from 1 to 2 (5x5 tile grid) - Add hearthstone callback for single-player camera reset
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9 changed files with 188 additions and 222 deletions
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@ -204,6 +204,10 @@ public:
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const std::vector<AuraSlot>& getPlayerAuras() const { return playerAuras; }
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const std::vector<AuraSlot>& getTargetAuras() const { return targetAuras; }
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// Hearthstone callback (single-player teleport)
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using HearthstoneCallback = std::function<void()>;
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void setHearthstoneCallback(HearthstoneCallback cb) { hearthstoneCallback = std::move(cb); }
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// Cooldowns
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float getSpellCooldown(uint32_t spellId) const;
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@ -432,6 +436,7 @@ private:
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std::vector<CombatTextEntry> combatText;
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// ---- Phase 3: Spells ----
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HearthstoneCallback hearthstoneCallback;
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std::vector<uint32_t> knownSpells;
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std::unordered_map<uint32_t, float> spellCooldowns; // spellId -> remaining seconds
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uint8_t castCount = 0;
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