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Add Warrior Charge ability with ribbon trail visual effect
Implements charge rush-to-target for spell IDs 100/6178/11578 with smoothstep lerp movement, vertical red-orange ribbon trail, dust puffs, client-side range validation, and sound fallback chain.
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9 changed files with 761 additions and 2 deletions
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@ -32,6 +32,7 @@ class SkySystem;
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class SwimEffects;
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class MountDust;
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class LevelUpEffect;
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class ChargeEffect;
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class CharacterRenderer;
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class WMORenderer;
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class M2Renderer;
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@ -137,6 +138,11 @@ public:
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bool isMoving() const;
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void triggerMeleeSwing();
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void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
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void setCharging(bool charging) { charging_ = charging; }
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bool isCharging() const { return charging_; }
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void startChargeEffect(const glm::vec3& position, const glm::vec3& direction);
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void emitChargeEffect(const glm::vec3& position, const glm::vec3& direction);
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void stopChargeEffect();
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// Mount rendering
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void setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath = "");
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@ -189,6 +195,7 @@ private:
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std::unique_ptr<SwimEffects> swimEffects;
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std::unique_ptr<MountDust> mountDust;
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std::unique_ptr<LevelUpEffect> levelUpEffect;
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std::unique_ptr<ChargeEffect> chargeEffect;
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std::unique_ptr<CharacterRenderer> characterRenderer;
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std::unique_ptr<WMORenderer> wmoRenderer;
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std::unique_ptr<M2Renderer> m2Renderer;
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@ -259,7 +266,7 @@ private:
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float characterYaw = 0.0f;
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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 };
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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 };
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CharAnimState charAnimState = CharAnimState::IDLE;
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void updateCharacterAnimation();
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bool isFootstepAnimationState() const;
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@ -308,6 +315,7 @@ private:
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bool sfxPrevFalling = false;
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bool sfxPrevSwimming = false;
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bool charging_ = false;
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float meleeSwingTimer = 0.0f;
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float meleeSwingCooldown = 0.0f;
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float meleeAnimDurationMs = 0.0f;
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