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- MSG_MOVE_STOP/STOP_STRAFE/STOP_TURN/STOP_SWIM/FALL_LAND: snap entity to stop position (duration=0) and pass durationMs=0 to renderer so the Run-animation flash is suppressed; per-frame sync plays Stand on next frame - MSG_MOVE_JUMP: fire new UnitAnimHintCallback with anim 38 (JumpMid) so other players and NPCs visually leave the ground during jumps - MSG_MOVE_START_SWIM: fire UnitAnimHintCallback with anim 42 (Swim) - Wire up UnitAnimHintCallback in application.cpp; skips Death (anim 1)