Batch 4-b: verify combat on the port route
The fake server spawns a stray dog outside the village's BANPK safe disc and answers CG_TARGET/CG_ATTACK with GC_TARGET/GC_DAMAGE_INFO/GC_DEAD. port.login_flow and python_game_render_test hold the left button on it (MBF_SMART -> __OnPressActor) until it dies. Adds the host/test helper PythonBoot::Evaluate / Metin2PythonHost.evaluate. python_3d_surface: emission is now multiplied by the texture, like D3D's emissive-then-MODULATE, which removes the grey click-glow quad and the grey wash on characters. Damage numbers wait on CPythonSystem (4-g). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Claude Opus 5.5
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6ea0fa9889
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85e176bdd5
@@ -26,6 +26,11 @@ public:
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static constexpr std::uint32_t kGroundItemVnum = 19;
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static constexpr std::int32_t kGroundItemX = kX + 150, kGroundItemY = kY;
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static constexpr std::uint32_t kExchangeItemVnum = 19, kExchangeGold = 1000;
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// A stray dog (npclist 101) for the combat step; three hits kill it. The spawn point lies in the village's
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// ATTRIBUTE_BANPK disc (CInstanceBase::IsInSafe blocks every hit there), so the dog stands 18 m north of it.
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static constexpr std::uint32_t kMobVID = 0x00023456, kMobRace = 101;
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static constexpr std::int32_t kMobX = kX, kMobY = kY - 1800;
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static constexpr int kMobHits = 3;
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~FakeLoginServer();
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