feat(net): Phase 6.6 — parse UpdateMotion (0xF74C) into MotionUpdated event
Server sends UpdateMotion whenever an entity's motion state changes: NPCs starting a walk cycle, creatures switching to a combat stance, doors opening, a player waving, etc. Phase 6.1-6.4 already handles rendering different (stance, forward-command) pairs for the INITIAL CreateObject, but without this message NPCs freeze in whatever pose they spawned with and never transition to walking/fighting. Added UpdateMotion.TryParse with the same ServerMotionState the CreateObject path uses, reached via a slightly different outer layout (guid + instance seq + header'd MovementData; the MovementData starts with the 8-byte sequence/autonomous header this time rather than being preceded by a length field). Only the (stance, forward- command) pair is extracted — same subset CreateObject grabs. WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C body parses successfully. The App-side wiring (guid→entity lookup and AnimatedEntity cycle swap) is intentionally deferred to a separate commit because it touches GameWindow which is currently being edited by the Phase 9.1 translucent-pass work. 89 Core.Net tests (was 83, +6 for UpdateMotion coverage). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@ -46,5 +46,17 @@ public sealed class Shader : IDisposable
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_gl.UniformMatrix4(loc, 1, false, (float*)&m);
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}
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public void SetInt(string name, int value)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.Uniform1(loc, value);
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}
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public void SetFloat(string name, float value)
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{
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int loc = _gl.GetUniformLocation(Program, name);
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_gl.Uniform1(loc, value);
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}
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public void Dispose() => _gl.DeleteProgram(Program);
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}
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