rendering/game: make player model semi-transparent in ghost form

Add GhostStateCallback to GameHandler, fired when PLAYER_FLAGS_GHOST
transitions on or off in UPDATE_OBJECT / login detection. Add
setInstanceOpacity() to CharacterRenderer to directly set opacity
without disturbing fade-in state. Application wires the callback to
set opacity 0.5 on ghost entry and 1.0 on resurrect.
This commit is contained in:
Kelsi 2026-03-10 09:57:24 -07:00
parent 366321042f
commit c8d9d6b792
5 changed files with 28 additions and 0 deletions

View file

@ -624,6 +624,10 @@ public:
using StandStateCallback = std::function<void(uint8_t standState)>;
void setStandStateCallback(StandStateCallback cb) { standStateCallback_ = std::move(cb); }
// Ghost state callback — fired when player enters or leaves ghost (spirit) form
using GhostStateCallback = std::function<void(bool isGhost)>;
void setGhostStateCallback(GhostStateCallback cb) { ghostStateCallback_ = std::move(cb); }
// Melee swing callback (for driving animation/SFX)
using MeleeSwingCallback = std::function<void()>;
void setMeleeSwingCallback(MeleeSwingCallback cb) { meleeSwingCallback_ = std::move(cb); }
@ -2256,6 +2260,7 @@ private:
NpcAggroCallback npcAggroCallback_;
NpcRespawnCallback npcRespawnCallback_;
StandStateCallback standStateCallback_;
GhostStateCallback ghostStateCallback_;
MeleeSwingCallback meleeSwingCallback_;
SpellCastAnimCallback spellCastAnimCallback_;
NpcSwingCallback npcSwingCallback_;