mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
fix: show spell name in REFLECT floating combat text
REFLECT entries already stored the reflected spell ID but the floating text display showed only "Reflected"/"You Reflect" without the name. Now shows "Reflected: Fireball" or "Reflect: Frost Nova", matching the pattern already used by INTERRUPT, DISPEL, and STEAL entries.
This commit is contained in:
parent
5513c4aad5
commit
b6ea78dfab
1 changed files with 7 additions and 2 deletions
|
|
@ -8574,11 +8574,16 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
|
|||
color = outgoing ? ImVec4(0.7f, 0.7f, 0.7f, alpha)
|
||||
: ImVec4(0.5f, 0.9f, 1.0f, alpha);
|
||||
break;
|
||||
case game::CombatTextEntry::REFLECT:
|
||||
snprintf(text, sizeof(text), outgoing ? "Reflected" : "You Reflect");
|
||||
case game::CombatTextEntry::REFLECT: {
|
||||
const std::string& reflectName = entry.spellId ? gameHandler.getSpellName(entry.spellId) : "";
|
||||
if (!reflectName.empty())
|
||||
snprintf(text, sizeof(text), outgoing ? "Reflected: %s" : "Reflect: %s", reflectName.c_str());
|
||||
else
|
||||
snprintf(text, sizeof(text), outgoing ? "Reflected" : "You Reflect");
|
||||
color = outgoing ? ImVec4(0.85f, 0.75f, 1.0f, alpha)
|
||||
: ImVec4(0.75f, 0.85f, 1.0f, alpha);
|
||||
break;
|
||||
}
|
||||
case game::CombatTextEntry::PROC_TRIGGER: {
|
||||
const std::string& procName = entry.spellId ? gameHandler.getSpellName(entry.spellId) : "";
|
||||
if (!procName.empty())
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue