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)
This commit is contained in:
Kelsi 2026-03-02 08:11:36 -08:00
parent 48eb0b70a3
commit 3c55b09a3f
4 changed files with 80 additions and 88 deletions

View file

@ -71,6 +71,12 @@ public:
*/
bool loadTestTerrain(pipeline::AssetManager* assetManager, const std::string& adtPath);
/**
* Initialize all sub-renderers (WMO, M2, Character, terrain, water, minimap, etc.)
* without loading any ADT tile. Used by WMO-only maps (dungeons/raids/BGs).
*/
bool initializeRenderers(pipeline::AssetManager* assetManager, const std::string& mapName);
/**
* Enable/disable terrain rendering
*/