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fix: resolve 7 code quality issues across PRs #59-63
- Remove stale kVOffset (-0.15) from zone_highlight_layer hover detection; the offset was removed from rendering but left in the hit-test path, shifting hover ~15% vertically - Add null guard for cachedGameHandler_ in ChatPanel::inputTextCallback to prevent dereference before first render frame - Zero WindowBorderSize in world map ImGui window to eliminate gap between window edge and map content - Replace hardcoded cosmic highlight multipliers with displayH×displayH square rendering, preserving 1:1 aspect ratio at any resolution - Skip transport waypoints where serverToCanonical zeroes nonzero input instead of silently building paths with broken (0,0,0) coordinates - Use length-squared check (posLenSq > 1.0) for spline endpoint validation instead of per-component != 0 comparison, so entities near the world origin are no longer skipped - Fix off-by-one in ChatPanel::insertChatLink buffer capacity check
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5 changed files with 20 additions and 22 deletions
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@ -299,9 +299,10 @@ bool parseWotlkMoveUpdateSpline(
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packet.setReadPos(prePointCount);
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return false;
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}
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// Proximity check: if entity position is known, reject endpoints that
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// are implausibly far from it (catches misinterpreted compressed data).
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if (entityPos.x != 0.0f || entityPos.y != 0.0f || entityPos.z != 0.0f) {
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// Proximity check: if entity position is known (not the default 0,0,0
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// sentinel), reject endpoints that are implausibly far from it.
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float posLenSq = entityPos.x * entityPos.x + entityPos.y * entityPos.y + entityPos.z * entityPos.z;
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if (posLenSq > 1.0f) {
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float dx = epX - entityPos.x;
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float dy = epY - entityPos.y;
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float dz = epZ - entityPos.z;
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