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feat: show spell name in proc trigger combat text when spellId is known
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parent
aaae07e477
commit
84b31d3bbd
1 changed files with 7 additions and 2 deletions
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@ -7081,10 +7081,15 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
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snprintf(text, sizeof(text), "Resisted");
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snprintf(text, sizeof(text), "Resisted");
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color = ImVec4(0.7f, 0.7f, 0.7f, alpha); // Grey for resist
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color = ImVec4(0.7f, 0.7f, 0.7f, alpha); // Grey for resist
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break;
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break;
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case game::CombatTextEntry::PROC_TRIGGER:
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case game::CombatTextEntry::PROC_TRIGGER: {
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snprintf(text, sizeof(text), "PROC!");
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const std::string& procName = entry.spellId ? gameHandler.getSpellName(entry.spellId) : "";
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if (!procName.empty())
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snprintf(text, sizeof(text), "%s!", procName.c_str());
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else
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snprintf(text, sizeof(text), "PROC!");
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color = ImVec4(1.0f, 0.85f, 0.0f, alpha); // Gold for proc
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color = ImVec4(1.0f, 0.85f, 0.0f, alpha); // Gold for proc
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break;
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break;
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}
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default:
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default:
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snprintf(text, sizeof(text), "%d", entry.amount);
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snprintf(text, sizeof(text), "%d", entry.amount);
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color = ImVec4(1.0f, 1.0f, 1.0f, alpha);
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color = ImVec4(1.0f, 1.0f, 1.0f, alpha);
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