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Handle SMSG_BUY_ITEM, SMSG_CRITERIA_UPDATE, SMSG_BARBER_SHOP_RESULT, SMSG_OVERRIDE_LIGHT
- SMSG_BUY_ITEM: log successful purchase and clear pending buy state - SMSG_CRITERIA_UPDATE: log achievement criteria progress (no UI yet) - SMSG_BARBER_SHOP_RESULT: show success/failure message in chat - SMSG_OVERRIDE_LIGHT: store zone light override id + transition time, expose via getOverrideLightId()/getOverrideLightTransMs()
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2 changed files with 63 additions and 0 deletions
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@ -555,6 +555,8 @@ public:
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float getWeatherIntensity() const { return weatherIntensity_; }
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bool isRaining() const { return weatherType_ == 1 && weatherIntensity_ > 0.05f; }
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bool isSnowing() const { return weatherType_ == 2 && weatherIntensity_ > 0.05f; }
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uint32_t getOverrideLightId() const { return overrideLightId_; }
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uint32_t getOverrideLightTransMs() const { return overrideLightTransMs_; }
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// Player skills
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const std::map<uint32_t, PlayerSkill>& getPlayerSkills() const { return playerSkills_; }
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@ -2005,6 +2007,10 @@ private:
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uint32_t weatherType_ = 0; // 0=clear, 1=rain, 2=snow, 3=storm
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float weatherIntensity_ = 0.0f; // 0.0 to 1.0
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// ---- Light override (SMSG_OVERRIDE_LIGHT) ----
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uint32_t overrideLightId_ = 0; // 0 = no override
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uint32_t overrideLightTransMs_ = 0;
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// ---- Player skills ----
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std::map<uint32_t, PlayerSkill> playerSkills_;
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std::unordered_map<uint32_t, std::string> skillLineNames_;
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