Remove nearest-known displayId model fallback cache for missing creature display mappings - that was weird and I'm done with the horror show

This commit is contained in:
Kelsi 2026-02-21 04:18:14 -08:00
parent fa3060bdf7
commit 21f7b0f199
2 changed files with 0 additions and 49 deletions

View file

@ -184,8 +184,6 @@ private:
std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
mutable std::unordered_set<uint32_t> warnedMissingDisplayDataIds_; // displayIds already warned
mutable std::unordered_set<uint32_t> warnedMissingModelPathIds_; // modelIds/displayIds already warned
mutable std::unordered_map<uint32_t, std::string> missingDisplayFallbackPathCache_; // missing displayId -> fallback model path
mutable std::unordered_set<uint32_t> warnedMissingDisplayFallbackIds_; // displayIds logged for fallback usage
uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures
uint32_t gryphonDisplayId_ = 0;
uint32_t wyvernDisplayId_ = 0;