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fix(combatlog): render interrupt floating combat text
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1 changed files with 9 additions and 0 deletions
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@ -8405,6 +8405,15 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
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snprintf(text, sizeof(text), "Spellsteal");
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color = ImVec4(0.8f, 0.7f, 1.0f, alpha);
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break;
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case game::CombatTextEntry::INTERRUPT: {
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const std::string& interruptedName = entry.spellId ? gameHandler.getSpellName(entry.spellId) : "";
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if (!interruptedName.empty())
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snprintf(text, sizeof(text), "Interrupt %s", interruptedName.c_str());
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else
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snprintf(text, sizeof(text), "Interrupt");
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color = ImVec4(1.0f, 0.6f, 0.9f, alpha);
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break;
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}
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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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