fix(combat): 战斗逐项对齐 40250,修复移动 / 技能释放与武器挂点
- 连击类型由 combo_changed 驱动(SetComboSkillFlag,技能 122 等级) - 命中判定改为 .msa 刀尖 Z 圆柱 vs .msm 防御球(hit_collision.gd 逐行移植) - _register_hit 改为 map::insert 语义,修正命中上限 - 攻速同时缩放 GetAttackingElapsedTime 与攻击动作速率;按武器动作模式目录绑定攻击段 - 去掉本地连击超时,motion_bound 清命中表 / 连击段号 - __ProcessDataAttackSuccess:InsertDelay 硬直、physics_push.gd 击退 + GetBlendingPosition 同步、 命中特效、__HitGood / __HitGreate / __HitStone 受击动作链与抖动(ui/hit_reaction.gd) - ClassicSession::send_use_skill 不再夹带 CG_FLY_TARGETING - mac 前进 / 后退方向与技能释放修复;武器按职业骨骼挂到手上 - 新增 hit_collision / physics_push / hit_view / net_world_push / weapon_attach 测试; gpu_pose_bounds / race_motion_assembly 适配 damage 随机变体 - 文档:CLIENT-GAP.md、CLIENT-GAP-FIX.md §3.5 / §3.7 与 C.5 增量 130 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ft3kXpNdLbKEfg5uDLfqVF
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@@ -796,12 +796,8 @@ bool ClassicSession::send_use_skill(uint32_t skill_vnum, uint32_t target_vid) {
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if (m_stage != Stage::InGame) {
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return false;
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}
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if (target_vid) {
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CGFlyTargeting ft{};
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ft.header = HDR_CG_FLY_TARGETING;
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ft.target_vid = target_vid;
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m_stream.send_fixed(&ft, sizeof(ft));
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}
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// PythonNetworkStreamPhaseGame.cpp SendUseSkillPacket: only TPacketCGUseSkill.
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// Fly targets are sent by the skill caller (CG_ADD_FLY_TARGETING / OnSetFlyTarget).
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CGUseSkill p{};
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p.header = HDR_CG_USE_SKILL;
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p.vnum = skill_vnum;
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