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SMSG_SPELL_START fires for all units, not just the player. Previously only the player's own cast was tracked; now we also track when the current target is casting, enabling interrupt decisions. - GameHandler: track targetCasting_/targetCastSpellId_/targetCastTimeTotal_ /targetCastTimeRemaining_ — updated by SMSG_SPELL_START for the current target and ticked down in the update loop each frame - Target cast cleared when: target changes (setTarget), target's spell lands (SMSG_SPELL_GO), or cast timer expires naturally - game_screen: renderTargetFrame shows a red cast progress bar between the power bar and distance line when the target is casting, with spell name + remaining seconds - Public accessors: isTargetCasting(), getTargetCastSpellId(), getTargetCastProgress(), getTargetCastTimeRemaining() |
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| .. | ||
| character.hpp | ||
| entity.hpp | ||
| expansion_profile.hpp | ||
| game_handler.hpp | ||
| group_defines.hpp | ||
| inventory.hpp | ||
| opcode_aliases_generated.inc | ||
| opcode_enum_generated.inc | ||
| opcode_names_generated.inc | ||
| opcode_table.hpp | ||
| opcodes.hpp | ||
| packet_parsers.hpp | ||
| player.hpp | ||
| spell_defines.hpp | ||
| transport_manager.hpp | ||
| update_field_table.hpp | ||
| warden_crypto.hpp | ||
| warden_emulator.hpp | ||
| warden_memory.hpp | ||
| warden_module.hpp | ||
| world.hpp | ||
| world_packets.hpp | ||
| zone_manager.hpp | ||