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feat(skills): end a dead caster's skill when a client reports it (CasterDead)
When a client gets EchoStartSkill (or SyncSkill) from a caster it sees as dead, aimed at another object, it logs "msgEchoStartSkill msgCasterDead" and sends CasterDead (120: optional i64Caster, optional uiSkillHandle) through that target (LWOSkillComponent::msgEchoStartSkill 0x00d5dc90). 303 live packets, the target nearly always the attacked player, the caster a spawned enemy; the next messages were mostly Die and SetStunned for the player. DLU dropped it. The server now ends that skill on the caster: its behaviors with that handle are dropped (end entries run, pending timers and syncs discarded, its projectiles removed), so a hit an enemy scheduled before dying does not land later. It only does so when the server also sees the caster as dead, so a client can't cancel a living enemy's attack. What live did with the message is inferred from the name and when it was sent. Check in game: kill an enemy in the middle of a slow or charged attack (e.g. a Maelstrom horseman or a spider queen add): its attack does not hit after it has died, and other enemies' attacks still hit normally. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -88,6 +88,18 @@ public:
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*/
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void Interrupt();
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/**
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* Ends a skill this entity is running: drops its behaviors (and their pending hits and projectiles) with that
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* skill handle
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* @param skillUid the skill handle
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*/
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void EndSkill(uint32_t skillUid);
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/**
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* @return whether this entity runs a skill with that handle
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*/
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bool HasSkill(uint32_t skillUid) const { return m_managedBehaviors.contains(skillUid); }
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/**
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* Starts a player skill. Should only be called when the server receives a start skill message from the client.
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* @param behaviorId the root behavior ID of the skill
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