From f09913d6d20c8ad3731cf191a32d01dcb336138c Mon Sep 17 00:00:00 2001 From: Kelsi Date: Fri, 13 Mar 2026 20:45:26 -0700 Subject: [PATCH] fix(combatlog): render interrupt floating combat text --- src/ui/game_screen.cpp | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 228b1b70..28aa882c 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -8405,6 +8405,15 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) { snprintf(text, sizeof(text), "Spellsteal"); color = ImVec4(0.8f, 0.7f, 1.0f, alpha); break; + case game::CombatTextEntry::INTERRUPT: { + const std::string& interruptedName = entry.spellId ? gameHandler.getSpellName(entry.spellId) : ""; + if (!interruptedName.empty()) + snprintf(text, sizeof(text), "Interrupt %s", interruptedName.c_str()); + else + snprintf(text, sizeof(text), "Interrupt"); + color = ImVec4(1.0f, 0.6f, 0.9f, alpha); + break; + } default: snprintf(text, sizeof(text), "%d", entry.amount); color = ImVec4(1.0f, 1.0f, 1.0f, alpha);