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fix(gameplay): stabilize run animation and clean ghost/death visuals
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1a4b21955c
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6 changed files with 51 additions and 27 deletions
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@ -3201,6 +3201,7 @@ private:
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bool releasedSpirit_ = false;
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uint32_t corpseMapId_ = 0;
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float corpseX_ = 0.0f, corpseY_ = 0.0f, corpseZ_ = 0.0f;
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uint64_t corpseGuid_ = 0;
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// Death Knight runes (class 6): slots 0-1=Blood, 2-3=Unholy, 4-5=Frost initially
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std::array<RuneSlot, 6> playerRunes_ = [] {
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std::array<RuneSlot, 6> r{};
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@ -340,6 +340,10 @@ private:
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// Character animation state
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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 };
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CharAnimState charAnimState = CharAnimState::IDLE;
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float locomotionStopGraceTimer_ = 0.0f;
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bool locomotionWasSprinting_ = false;
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uint32_t lastPlayerAnimRequest_ = UINT32_MAX;
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bool lastPlayerAnimLoopRequest_ = true;
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void updateCharacterAnimation();
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bool isFootstepAnimationState() const;
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bool shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs);
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