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Both handlers silently cleared state with no visible message, leaving the player unsure why their attack failed. Split the shared case block: - NOTSTANDING: show "You need to stand up to fight." (rate-limited to 1.25s via the existing autoAttackRangeWarnCooldown_ guard), keep auto-attack active so it fires once the player stands. - CANT_ATTACK: call stopAutoAttack() to end the attack loop (target is a critter, civilian, or already dead — no point retrying), then show "You can't attack that." with the same rate limiter. |
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| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||