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Fix compilation errors from single-player removal
- Fixed corrupted header (removed orphaned code fragment) - Restored NPC callbacks needed for online animations - NpcDeathCallback, NpcRespawnCallback, NpcSwingCallback - These were incorrectly removed as "SP-only" but are used for animations in online mode - Removed calls to deleted methods: - getItemTemplateName, getItemTemplateQuality (used fallback in loot window) - notifyInventoryChanged, notifyEquipmentChanged (SP persistence markers) - Removed hearthstone single-player handling (now uses server) All online features preserved. Code should now compile.
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4 changed files with 18 additions and 27 deletions
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@ -154,15 +154,10 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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// Character screen (C key toggle handled inside render())
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inventoryScreen.renderCharacterScreen(gameHandler);
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if (inventoryScreen.consumeInventoryDirty()) {
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gameHandler.notifyInventoryChanged();
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}
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if (inventoryScreen.consumeEquipmentDirty() || gameHandler.consumeOnlineEquipmentDirty()) {
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updateCharacterGeosets(gameHandler.getInventory());
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updateCharacterTextures(gameHandler.getInventory());
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core::Application::getInstance().loadEquippedWeapons();
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gameHandler.notifyEquipmentChanged();
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inventoryScreen.markPreviewDirty();
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// Update renderer weapon type for animation selection
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auto* r = core::Application::getInstance().getRenderer();
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@ -2017,14 +2012,7 @@ void GameScreen::renderLootWindow(game::GameHandler& gameHandler) {
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itemName = info->name;
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quality = static_cast<game::ItemQuality>(info->quality);
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} else {
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// Fallback: look up name from item template DB (single-player)
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auto tplName = gameHandler.getItemTemplateName(item.itemId);
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if (!tplName.empty()) {
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itemName = tplName;
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quality = gameHandler.getItemTemplateQuality(item.itemId);
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} else {
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itemName = "Item #" + std::to_string(item.itemId);
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}
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itemName = "Item #" + std::to_string(item.itemId);
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}
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ImVec4 qColor = InventoryScreen::getQualityColor(quality);
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