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Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log
Split inventory into bags-only (B key) and character screen (C key). Vendor window auto-opens bags with sell prices on hover and right-click to sell. Add camera intro pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes. Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and creature fade-in/movement interpolation for online mode.
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21 changed files with 1092 additions and 149 deletions
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@ -740,6 +740,7 @@ struct ItemQueryResponseData {
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int32_t agility = 0;
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int32_t intellect = 0;
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int32_t spirit = 0;
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uint32_t sellPrice = 0;
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std::string subclassName;
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bool valid = false;
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};
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@ -754,6 +755,25 @@ public:
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// Phase 2: Combat Core
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// ============================================================
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/** SMSG_MONSTER_MOVE data */
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struct MonsterMoveData {
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uint64_t guid = 0;
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float x = 0, y = 0, z = 0; // Current position (server coords)
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uint8_t moveType = 0; // 0=Normal, 1=Stop, 2=FacingSpot, 3=FacingTarget, 4=FacingAngle
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float facingAngle = 0;
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uint64_t facingTarget = 0;
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uint32_t splineFlags = 0;
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uint32_t duration = 0;
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// Destination (final point of the spline, server coords)
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float destX = 0, destY = 0, destZ = 0;
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bool hasDest = false;
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};
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class MonsterMoveParser {
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public:
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static bool parse(network::Packet& packet, MonsterMoveData& data);
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};
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/** CMSG_ATTACKSWING packet builder */
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class AttackSwingPacket {
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public:
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