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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.
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5513c4aad5
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1 changed files with 7 additions and 2 deletions
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@ -8574,11 +8574,16 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
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color = outgoing ? ImVec4(0.7f, 0.7f, 0.7f, alpha)
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color = outgoing ? ImVec4(0.7f, 0.7f, 0.7f, alpha)
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: ImVec4(0.5f, 0.9f, 1.0f, alpha);
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: ImVec4(0.5f, 0.9f, 1.0f, alpha);
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break;
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break;
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case game::CombatTextEntry::REFLECT:
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case game::CombatTextEntry::REFLECT: {
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snprintf(text, sizeof(text), outgoing ? "Reflected" : "You Reflect");
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const std::string& reflectName = entry.spellId ? gameHandler.getSpellName(entry.spellId) : "";
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if (!reflectName.empty())
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snprintf(text, sizeof(text), outgoing ? "Reflected: %s" : "Reflect: %s", reflectName.c_str());
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else
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snprintf(text, sizeof(text), outgoing ? "Reflected" : "You Reflect");
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color = outgoing ? ImVec4(0.85f, 0.75f, 1.0f, alpha)
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color = outgoing ? ImVec4(0.85f, 0.75f, 1.0f, alpha)
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: ImVec4(0.75f, 0.85f, 1.0f, alpha);
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: ImVec4(0.75f, 0.85f, 1.0f, alpha);
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break;
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break;
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}
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case game::CombatTextEntry::PROC_TRIGGER: {
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case game::CombatTextEntry::PROC_TRIGGER: {
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const std::string& procName = entry.spellId ? gameHandler.getSpellName(entry.spellId) : "";
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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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if (!procName.empty())
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