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Fix stale opcode mappings and handler wiring across expansions
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parent
70e579157d
commit
d8ab69f9c3
9 changed files with 190 additions and 23 deletions
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@ -1229,9 +1229,9 @@ void GameHandler::handlePacket(network::Packet& packet) {
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handleRandomRoll(packet);
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}
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break;
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case Opcode::CMSG_DUEL_PROPOSED:
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// Some servers reuse this wire value for an outbound server packet variant.
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// Consume safely until we have a concrete parser.
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case Opcode::SMSG_ITEM_PUSH_RESULT:
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// Item received notification (new item in bags, loot, quest reward, etc.)
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// TODO: parse and show "item received" UI notification
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packet.setReadPos(packet.getSize());
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break;
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@ -2247,9 +2247,13 @@ void GameHandler::handlePacket(network::Packet& packet) {
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handleShowTaxiNodes(packet);
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break;
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case Opcode::SMSG_ACTIVATETAXIREPLY:
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case Opcode::SMSG_ACTIVATETAXIREPLY_ALT:
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handleActivateTaxiReply(packet);
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break;
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case Opcode::SMSG_STANDSTATE_UPDATE:
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// Server confirms stand state change (sit/stand/sleep/kneel)
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// TODO: parse uint8 standState and update player entity
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packet.setReadPos(packet.getSize());
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break;
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case Opcode::SMSG_NEW_TAXI_PATH:
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// Empty packet - server signals a new flight path was learned
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// The actual node details come in the next SMSG_SHOWTAXINODES
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