TrinityCore / TrinityCore/TrinityCore
Core: Visual spells not updated properly in client side
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- Dominant language
- C++
- Stars
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- Merged PRs (30d)
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Description
Description: I noticed this issue since ever.
If you have a visual channeled spell like a chain, the visual will be fine the first time loaded in the client, but the second time it will be duplicated.
first time it looks fine:

Second time duplicated:

Steps to reproduce the problem:
- .gm off
- .go c 108207
- the chain will look fine
- Move away and come back and it will be duplicated
- You can also just gm on/off many times to reproduce the issue
Branch(es): both
TC rev. hash/commit: rev. dcd907a63a46
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue with .gm off, .go c 108207, and repeated movement or GM toggles, comparing the first and subsequent client visuals. Trace the client-side handling of the channeled chain visual and determine why it is duplicated after reload. Done means the visual remains single after moving away and returning or toggling GM state.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100