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feat: add ABSORB and RESIST combat text types for spell misses
Adds dedicated CombatTextEntry::Type entries for ABSORB (miss type 7) and RESIST (miss type 8), replacing the generic MISS display. Updates missTypes arrays in SMSG_SPELLLOGMISS and SMSG_SPELL_GO, and adds light-blue "Absorb" and grey "Resist" rendering in the combat text overlay.
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3 changed files with 13 additions and 5 deletions
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@ -5203,6 +5203,14 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
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snprintf(text, sizeof(text), "Immune!");
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color = ImVec4(0.9f, 0.9f, 0.9f, alpha); // White for immune
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break;
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case game::CombatTextEntry::ABSORB:
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snprintf(text, sizeof(text), "Absorb");
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color = ImVec4(0.5f, 0.8f, 1.0f, alpha); // Light blue for absorb
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break;
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case game::CombatTextEntry::RESIST:
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snprintf(text, sizeof(text), "Resist");
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color = ImVec4(0.7f, 0.7f, 0.7f, alpha); // Grey for resist
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break;
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default:
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snprintf(text, sizeof(text), "%d", entry.amount);
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color = ImVec4(1.0f, 1.0f, 1.0f, alpha);
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