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loadSpellVisualDbc() now builds two distinct maps: spellVisualCastPath_ — visualId → M2 via SpellVisual.CastKit chain spellVisualImpactPath_ — visualId → M2 via SpellVisual.ImpactKit chain playSpellVisual() accepts useImpactKit=false (default, cast) / true (impact). SMSG_PLAY_SPELL_IMPACT passes useImpactKit=true so impact effects (explosions, debuff indicators) use the ImpactKit model instead of the CastKit model. Added ImpactKit field to all four dbc_layouts.json files. |
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| auth | ||
| core | ||
| game | ||
| network | ||
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| third_party | ||
| ui | ||