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Refactor instance loading: extract initializeRenderers, fix deferred state transition
- Extract initializeRenderers() from loadTestTerrain() so WMO-only maps (dungeons/raids) initialize renderers directly without a dummy ADT path - Defer setState(IN_GAME) until after processing any pending deferred world entry, preventing brief IN_GAME flicker on the wrong map - Remove verbose area trigger debug logging (every-second position spam)
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4 changed files with 80 additions and 88 deletions
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@ -71,6 +71,12 @@ public:
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*/
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bool loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath);
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/**
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* Initialize all sub-renderers (WMO, M2, Character, terrain, water, minimap, etc.)
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* without loading any ADT tile. Used by WMO-only maps (dungeons/raids/BGs).
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*/
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bool initializeRenderers(pipeline::AssetManager* assetManager, const std::string& mapName);
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/**
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* Enable/disable terrain rendering
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*/
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