Fix compilation errors from single-player removal

- Rename spRace_, spGender_, spClass_ to playerRace_, playerGender_, playerClass_
- Remove swingTimer_ reference (server-side combat only)
- Remove teleporter panel UI and all references
- Remove T key binding for teleporter

Build now completes successfully with zero errors.
This commit is contained in:
kelsi davis 2026-02-07 11:26:49 -08:00
parent 587f5a6439
commit 352d179aaa
5 changed files with 15 additions and 80 deletions

View file

@ -81,7 +81,7 @@ const char* Application::mapIdToName(uint32_t mapId) {
}
std::string Application::getPlayerModelPath() const {
return game::getPlayerModelPath(spRace_, spGender_);
return game::getPlayerModelPath(playerRace_, playerGender_);
}
namespace {
@ -266,12 +266,6 @@ void Application::run() {
LOG_INFO("Shadows: ", enabled ? "ON" : "OFF");
}
}
// T: Toggle teleporter panel
else if (event.key.keysym.scancode == SDL_SCANCODE_T) {
if (state == AppState::IN_GAME && uiManager) {
uiManager->getGameScreen().toggleTeleporter();
}
}
}
}
@ -716,12 +710,12 @@ void Application::spawnPlayerCharacter() {
// Look up textures from CharSections.dbc for all races
bool useCharSections = true;
uint32_t targetRaceId = static_cast<uint32_t>(spRace_);
uint32_t targetSexId = (spGender_ == game::Gender::FEMALE) ? 1u : 0u;
uint32_t targetRaceId = static_cast<uint32_t>(playerRace_);
uint32_t targetSexId = (playerGender_ == game::Gender::FEMALE) ? 1u : 0u;
// Race name for fallback texture paths
const char* raceFolderName = "Human";
switch (spRace_) {
switch (playerRace_) {
case game::Race::HUMAN: raceFolderName = "Human"; break;
case game::Race::ORC: raceFolderName = "Orc"; break;
case game::Race::DWARF: raceFolderName = "Dwarf"; break;
@ -734,7 +728,7 @@ void Application::spawnPlayerCharacter() {
case game::Race::DRAENEI: raceFolderName = "Draenei"; break;
default: break;
}
const char* genderFolder = (spGender_ == game::Gender::FEMALE) ? "Female" : "Male";
const char* genderFolder = (playerGender_ == game::Gender::FEMALE) ? "Female" : "Male";
std::string raceGender = std::string(raceFolderName) + genderFolder;
std::string bodySkinPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "Skin00_00.blp";
std::string pelvisPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "NakedPelvisSkin00_00.blp";
@ -1425,16 +1419,16 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
if (gameHandler) {
const game::Character* activeChar = gameHandler->getActiveCharacter();
if (activeChar) {
spRace_ = activeChar->race;
spGender_ = activeChar->gender;
spClass_ = activeChar->characterClass;
playerRace_ = activeChar->race;
playerGender_ = activeChar->gender;
playerClass_ = activeChar->characterClass;
spawnSnapToGround = false;
playerCharacterSpawned = false;
spawnPlayerCharacter();
renderer->getCharacterPosition() = spawnRender;
LOG_INFO("Spawned online player model: ", activeChar->name,
" (race=", static_cast<int>(spRace_),
", gender=", static_cast<int>(spGender_),
" (race=", static_cast<int>(playerRace_),
", gender=", static_cast<int>(playerGender_),
") at render pos (", spawnRender.x, ", ", spawnRender.y, ", ", spawnRender.z, ")");
} else {
LOG_WARNING("No active character found for player model spawning");