Fix stale opcode mappings and handler wiring across expansions

This commit is contained in:
Kelsi 2026-02-20 01:13:01 -08:00
parent 70e579157d
commit d8ab69f9c3
9 changed files with 190 additions and 23 deletions

View file

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