fix(combatlog): render interrupt floating combat text

This commit is contained in:
Kelsi 2026-03-13 20:45:26 -07:00
parent d61bb036a7
commit f09913d6d2

View file

@ -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);