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Add player death handling, race-aware faction hostility, and all-race texture support
- Death screen with "Release Spirit" button sends CMSG_REPOP_REQUEST - Detect player death/resurrection via health updates (VALUES and CREATE) - Faction hostility map now built per-character race instead of hardcoded Human - CharSections.dbc texture lookup enabled for all races (was Human-only) - Fallback texture paths use race folder names instead of hardcoded Human - Player name in unit frame is clickable for self-targeting
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9 changed files with 270 additions and 102 deletions
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@ -314,6 +314,10 @@ public:
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uint64_t getPlayerGuid() const { return playerGuid; }
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void setPlayerGuid(uint64_t guid) { playerGuid = guid; }
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// Player death state
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bool isPlayerDead() const { return playerDead_; }
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void releaseSpirit();
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// ---- Phase 4: Group ----
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void inviteToGroup(const std::string& playerName);
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void acceptGroupInvite();
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@ -693,6 +697,7 @@ private:
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uint32_t localPlayerHealth_ = 0;
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uint32_t localPlayerMaxHealth_ = 0;
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uint32_t localPlayerLevel_ = 1;
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bool playerDead_ = false;
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struct NpcAggroEntry {
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uint64_t guid;
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@ -164,6 +164,9 @@ enum class Opcode : uint16_t {
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SMSG_ITEM_QUERY_SINGLE_RESPONSE = 0x058,
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CMSG_AUTOEQUIP_ITEM = 0x10A,
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SMSG_INVENTORY_CHANGE_FAILURE = 0x112,
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// ---- Death/Respawn ----
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CMSG_REPOP_REQUEST = 0x015A,
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};
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} // namespace game
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@ -1268,5 +1268,11 @@ public:
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static bool parse(network::Packet& packet, ListInventoryData& data);
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};
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/** CMSG_REPOP_REQUEST packet builder */
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class RepopRequestPacket {
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public:
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static network::Packet build();
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};
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} // namespace game
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} // namespace wowee
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