fix(combat): match retail live attack feedback
Keep AttackDone control statuses out of chat, preserve dead motion across zero-velocity position updates, render the authored power meter from right to left, and retain the rotatable viewer offset during target tracking. Co-Authored-By: Codex <codex@openai.com>
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16 changed files with 231 additions and 67 deletions
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@ -36,6 +36,10 @@ CameraSet.TrackTarget(targetId):
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SetTargetForOffset(viewerOffset), while targeting:
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camera.targetStatus = LOOK_AT_OBJECT | LOOK_AT_PIVOT
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CameraSet.Rotate(angle), including while targeting:
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viewerOffset.xy = rotate(viewerOffset.xy, angle)
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SetTargetForOffset(viewerOffset)
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```
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## Per-frame pose
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@ -60,14 +64,17 @@ damp current viewer toward (desiredEye, desiredForward)
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The target therefore changes the direction of the boom around the player; it
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does not replace the player as the boom's pivot. `LOOK_AT_PIVOT` keeps the
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player centered while the target-facing boom keeps the combat target in view.
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The viewer offset remains independently rotatable: manual camera orbit rotates
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that offset inside the target-facing frame rather than being discarded or
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snapped back to zero.
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## Port mapping
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- `GameWindow.GetCombatCameraTargetPoint` applies the option/mode/valid-target
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gates and transforms the target-local 0.5 metre Z offset.
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- `RetailChaseCamera.ComputeTrackedHeading` ports the pivot-to-target direction.
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- Existing `RetailChaseCamera` boom construction and damping consume that
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heading unchanged.
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- `RetailChaseCamera.ComputeDesiredPose` ports the heading-frame transform and
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preserves the viewer-offset yaw while tracking.
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- The diagnostic legacy `ChaseCamera` remains intentionally non-retail under
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existing divergence row TS-19; the production retail camera owns this behavior.
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