fix(combattext): show aura names for dispel and spellsteal

This commit is contained in:
Kelsi 2026-03-13 23:00:49 -07:00
parent 5392243575
commit dceaf8f1ac

View file

@ -8398,11 +8398,27 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
break;
}
case game::CombatTextEntry::DISPEL:
snprintf(text, sizeof(text), "Dispel");
if (entry.spellId != 0) {
const std::string& dispelledName = gameHandler.getSpellName(entry.spellId);
if (!dispelledName.empty())
snprintf(text, sizeof(text), "Dispel %s", dispelledName.c_str());
else
snprintf(text, sizeof(text), "Dispel");
} else {
snprintf(text, sizeof(text), "Dispel");
}
color = ImVec4(0.6f, 0.9f, 1.0f, alpha);
break;
case game::CombatTextEntry::STEAL:
snprintf(text, sizeof(text), "Spellsteal");
if (entry.spellId != 0) {
const std::string& stolenName = gameHandler.getSpellName(entry.spellId);
if (!stolenName.empty())
snprintf(text, sizeof(text), "Spellsteal %s", stolenName.c_str());
else
snprintf(text, sizeof(text), "Spellsteal");
} else {
snprintf(text, sizeof(text), "Spellsteal");
}
color = ImVec4(0.8f, 0.7f, 1.0f, alpha);
break;
case game::CombatTextEntry::INTERRUPT: {