WIP: Current state before PVP combat investigation
This commit is contained in:
@@ -910,8 +910,8 @@ export function useGameEngine(
|
||||
// Map API field names to playerState field names
|
||||
const mappedData: any = {}
|
||||
|
||||
// Skip HP updates if in combat (Combat.tsx handles HP timing)
|
||||
if (playerData.hp !== undefined && !combatState) {
|
||||
// HP updates are now controlled by Combat.tsx - it calls updatePlayerState at the right time
|
||||
if (playerData.hp !== undefined) {
|
||||
mappedData.health = playerData.hp
|
||||
}
|
||||
if (playerData.max_hp !== undefined) {
|
||||
@@ -929,8 +929,8 @@ export function useGameEngine(
|
||||
setPlayerState((prev: any) => prev ? { ...prev, ...mappedData } : null)
|
||||
}
|
||||
|
||||
// Also update profile for consistency (skip HP if in combat)
|
||||
if (playerData.hp !== undefined && profile && !combatState) {
|
||||
// Also update profile for consistency
|
||||
if (playerData.hp !== undefined && profile) {
|
||||
setProfile((prev: any) => prev ? { ...prev, hp: playerData.hp } : null)
|
||||
}
|
||||
if (playerData.xp !== undefined && profile) {
|
||||
|
||||
Reference in New Issue
Block a user