feat: surface absorb/resist from SMSG_ENVIRONMENTALDAMAGELOG

Environmental damage (drowning, lava, fire) also carries absorb/resist
fields. Show these as ABSORB/RESIST combat text so players see the full
picture of incoming environmental hits, consistent with spell/melee.
This commit is contained in:
Kelsi 2026-03-11 03:31:33 -07:00
parent 031448ec6d
commit f50cb04887

View file

@ -2450,10 +2450,15 @@ void GameHandler::handlePacket(network::Packet& packet) {
uint64_t victimGuid = packet.readUInt64();
/*uint8_t envType =*/ packet.readUInt8();
uint32_t damage = packet.readUInt32();
/*uint32_t absorb =*/ packet.readUInt32();
/*uint32_t resist =*/ packet.readUInt32();
if (victimGuid == playerGuid && damage > 0) {
addCombatText(CombatTextEntry::ENVIRONMENTAL, static_cast<int32_t>(damage), 0, false);
uint32_t absorb = packet.readUInt32();
uint32_t resist = packet.readUInt32();
if (victimGuid == playerGuid) {
if (damage > 0)
addCombatText(CombatTextEntry::ENVIRONMENTAL, static_cast<int32_t>(damage), 0, false);
if (absorb > 0)
addCombatText(CombatTextEntry::ABSORB, static_cast<int32_t>(absorb), 0, false);
if (resist > 0)
addCombatText(CombatTextEntry::RESIST, static_cast<int32_t>(resist), 0, false);
}
break;
}