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Combat state/UI: - Split attack intent from server-confirmed auto attack in GameHandler. - Add explicit combat state helpers (intent, confirmed, combat-with-target). - Update player/target frame and renderer in-combat indicators to use confirmed combat. - Add intent-only visual state in UI to avoid false combat feedback. Animation correctness: - Correct combat-ready animation IDs to canonical ready stances (22/23/24/25). - Remove hit/wound-like stance behavior caused by incorrect ready IDs. Classic/TBC/Turtle melee reliability: - Tighten melee sync while attack intent is active: faster swing resend, tighter facing threshold, and faster facing cadence for classic-like expansions. - Send immediate movement heartbeat after facing corrections and during stationary melee sync windows. - Handle melee error opcodes explicitly (NOTINRANGE/BADFACING/NOTSTANDING/CANT_ATTACK) and immediately resync facing/swing where appropriate. - On ATTACKSTOP with persistent intent, immediately reassert ATTACKSWING. - Increase movement heartbeat cadence during active classic-like melee intent. Server compatibility/anti-cheat stability: - Restrict legacy force-movement/speed/teleport ACK behavior for classic-like flows to avoid unsolicited order acknowledgements. - Preserve local movement state updates while preventing bad-order ACK noise. |
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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 | ||