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Remove nearest-known displayId model fallback cache for missing creature display mappings - that was weird and I'm done with the horror show
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2 changed files with 0 additions and 49 deletions
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@ -184,8 +184,6 @@ private:
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std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
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mutable std::unordered_set<uint32_t> warnedMissingDisplayDataIds_; // displayIds already warned
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mutable std::unordered_set<uint32_t> warnedMissingModelPathIds_; // modelIds/displayIds already warned
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mutable std::unordered_map<uint32_t, std::string> missingDisplayFallbackPathCache_; // missing displayId -> fallback model path
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mutable std::unordered_set<uint32_t> warnedMissingDisplayFallbackIds_; // displayIds logged for fallback usage
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uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures
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uint32_t gryphonDisplayId_ = 0;
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uint32_t wyvernDisplayId_ = 0;
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