Add transport support, gameobject queries, and fix item use

- Add setInstancePosition() to M2Renderer and WMORenderer for moving
  transport instances at runtime
- Detect UPDATEFLAG_TRANSPORT on gameobjects and track transport GUIDs
- Parse player-on-transport state from movement blocks
- Wire transport move callback in Application to update render positions
- Implement CMSG_GAMEOBJECT_QUERY / SMSG_GAMEOBJECT_QUERY_RESPONSE so
  gameobjects display proper names instead of "Unknown"
- Add name/entry fields to GameObject entity class
- Fix CMSG_USE_ITEM packet: remove extra uint8 that shifted the item
  GUID by one byte, breaking hearthstone and all item usage
- Remove redundant CMSG_LOOT after CMSG_GAMEOBJECT_USE for chests
- Show PvP enabled/disabled state in toggle message
- Relax WMO ramp wall-collision step-up check to allow walking on
  gentle ramps where floor rise per step is under 0.1 units
- Add M2 fallback when WMO group files fail to load for gameobjects
- Handle re-creation of existing gameobject render instances by
  updating position instead of silently ignoring
This commit is contained in:
Kelsi 2026-02-08 00:59:40 -08:00
parent 5610faa958
commit 0ce38cfb99
12 changed files with 391 additions and 65 deletions

View file

@ -256,10 +256,18 @@ public:
GameObject() { type = ObjectType::GAMEOBJECT; }
explicit GameObject(uint64_t guid) : Entity(guid) { type = ObjectType::GAMEOBJECT; }
const std::string& getName() const { return name; }
void setName(const std::string& n) { name = n; }
uint32_t getEntry() const { return entry; }
void setEntry(uint32_t e) { entry = e; }
uint32_t getDisplayId() const { return displayId; }
void setDisplayId(uint32_t id) { displayId = id; }
protected:
std::string name;
uint32_t entry = 0;
uint32_t displayId = 0;
};