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feat(rendering): implement spell visual effects with bone-tracked ribbons and particles
Add complete spell visual pipeline resolving the DBC chain (Spell → SpellVisual → SpellVisualKit → SpellVisualEffectName → M2) with precast/cast/impact phases, bone-attached positioning, and automatic dual-hand mirroring. Ribbon rendering fixes: - Parse visibility track as uint8 (was read as float, suppressing all ribbon edges due to ~1.4e-45 failing the >0.5 check) - Filter garbage emitters with bone=UINT_MAX unconditionally - Guard against NaN spine positions from corrupt bone data - Resolve ribbon textures via direct index, not textureLookup table - Fall back to bone 0 when ribbon bone index is out of range Particle rendering fixes: - Reduce spell particle scale from 5x to 1.5x (was oversized) - Exempt spell effect instances from position-based deduplication Spell handler integration: - Trigger precast visuals on SMSG_SPELL_START with server castTimeMs - Trigger cast/impact visuals on SMSG_SPELL_GO - Cancel precast visuals on cast interrupt/failure/movement M2 classifier expansion: - Add AmbientEmitterType enum for sound system integration - Add 20+ foliage tokens, 4 spell effect tokens, isSmallFoliage flag - Add markModelAsSpellEffect() to override disableAnimation DBC layouts: - Add SpellVisualID field to Spell.dbc for all expansion configs Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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18 changed files with 803 additions and 90 deletions
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@ -213,6 +213,7 @@
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"RangeIndex": 33,
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"Rank": 129,
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"SchoolEnum": 1,
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"SpellVisualID": 115,
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"Tooltip": 147
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},
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"SpellIcon": {
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@ -230,7 +231,8 @@
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"CastKit": 2,
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"ID": 0,
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"ImpactKit": 3,
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"MissileModel": 8
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"MissileModel": 8,
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"PrecastKit": 1
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},
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"SpellVisualEffectName": {
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"FilePath": 2,
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@ -238,7 +240,12 @@
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},
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"SpellVisualKit": {
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"BaseEffect": 5,
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"BreathEffect": 8,
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"ChestEffect": 4,
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"HeadEffect": 3,
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"ID": 0,
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"LeftHandEffect": 6,
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"RightHandEffect": 7,
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"SpecialEffect0": 11,
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"SpecialEffect1": 12,
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"SpecialEffect2": 13
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