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ui,game,pipeline: player nameplates always-on, level-up ring effect, vanilla tile fallback, warden null guard
- Nameplates: player names always rendered regardless of V-key toggle; separate cull distance 40u (players/target) vs 20u (NPCs); cyan name color for other players; fade alpha scales with cull distance - Level-up: add expanding golden ring burst (3 staggered waves, 420u max radius) + full-screen flash to renderDingEffect(); M2 LevelUp.m2 is still attempted as a bonus on top - Vanilla tile loading: add AssetManager::setBaseFallbackPath() so that when the primary manifest is an expansion-specific DBC-only subset (e.g. Data/expansions/vanilla/), world terrain files fall back to the base Data/ extraction; wired in Application::initialize() - Warden: map a null guard page at address 0x0 in the Unicorn emulator so NULL-pointer reads in the module don't crash with UC_ERR_MAP; execution continues past the NULL read for better diagnostics
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5 changed files with 100 additions and 11 deletions
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@ -59,6 +59,15 @@ public:
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*/
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void setExpansionDataPath(const std::string& path);
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/**
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* Set a base data path to fall back to when the primary manifest
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* does not contain a requested file. Call this when the primary
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* dataPath is an expansion-specific subset (e.g. Data/expansions/vanilla/)
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* that only holds DBC overrides, not the full world asset set.
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* @param basePath Path to the base extraction (Data/) that has a manifest.json
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*/
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void setBaseFallbackPath(const std::string& basePath);
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/**
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* Load a DBC file
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* @param name DBC file name (e.g., "Map.dbc")
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@ -144,6 +153,11 @@ private:
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AssetManifest manifest_;
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LooseFileReader looseReader_;
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// Optional base-path fallback: used when manifest_ doesn't contain a file.
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// Populated by setBaseFallbackPath(); ignored if baseFallbackDataPath_ is empty.
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std::string baseFallbackDataPath_;
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AssetManifest baseFallbackManifest_;
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/**
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* Resolve filesystem path: check override dir first, then base manifest.
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* Returns empty string if not found.
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