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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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@@ -169,6 +169,7 @@ namespace {
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{ SELECT_SKILL, []() { return std::make_unique<SelectSkill>(); } },
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{ START_SKILL, []() { return std::make_unique<StartSkill>(); } },
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{ SYNC_SKILL, []() { return std::make_unique<SyncSkill>(); } },
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{ CASTER_DEAD, []() { return std::make_unique<CasterDead>(); } },
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{ REQUEST_SERVER_PROJECTILE_IMPACT, []() { return std::make_unique<RequestServerProjectileImpact>(); } },
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// Combat
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