fix(gameplay): stabilize run animation and clean ghost/death visuals

This commit is contained in:
Kelsi 2026-03-14 08:27:32 -07:00
parent 1a4b21955c
commit cebca9a882
6 changed files with 51 additions and 27 deletions

View file

@ -3201,6 +3201,7 @@ private:
bool releasedSpirit_ = false;
uint32_t corpseMapId_ = 0;
float corpseX_ = 0.0f, corpseY_ = 0.0f, corpseZ_ = 0.0f;
uint64_t corpseGuid_ = 0;
// Death Knight runes (class 6): slots 0-1=Blood, 2-3=Unholy, 4-5=Frost initially
std::array<RuneSlot, 6> playerRunes_ = [] {
std::array<RuneSlot, 6> r{};

View file

@ -340,6 +340,10 @@ private:
// Character animation state
enum class CharAnimState { IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT, CHARGE, COMBAT_IDLE };
CharAnimState charAnimState = CharAnimState::IDLE;
float locomotionStopGraceTimer_ = 0.0f;
bool locomotionWasSprinting_ = false;
uint32_t lastPlayerAnimRequest_ = UINT32_MAX;
bool lastPlayerAnimLoopRequest_ = true;
void updateCharacterAnimation();
bool isFootstepAnimationState() const;
bool shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs);