mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-27 01:00:13 +00:00
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:
parent
48eb0b70a3
commit
3c55b09a3f
4 changed files with 80 additions and 88 deletions
|
|
@ -8795,33 +8795,6 @@ void GameHandler::checkAreaTriggers() {
|
|||
const float py = movementInfo.y;
|
||||
const float pz = movementInfo.z;
|
||||
|
||||
// Debug: log player position periodically to verify trigger proximity
|
||||
static int debugCounter = 0;
|
||||
if (++debugCounter >= 4) { // every ~1s at 0.25s interval
|
||||
debugCounter = 0;
|
||||
int mapTriggerCount = 0;
|
||||
float closestDist = 999999.0f;
|
||||
uint32_t closestId = 0;
|
||||
float closestR = 0, closestBoxL = 0, closestBoxW = 0, closestBoxH = 0;
|
||||
bool closestActive = false;
|
||||
for (const auto& at : areaTriggers_) {
|
||||
if (at.mapId != currentMapId_) continue;
|
||||
mapTriggerCount++;
|
||||
float dx = px - at.x, dy = py - at.y, dz = pz - at.z;
|
||||
float dist = std::sqrt(dx*dx + dy*dy + dz*dz);
|
||||
if (dist < closestDist) {
|
||||
closestDist = dist; closestId = at.id;
|
||||
closestR = at.radius; closestBoxL = at.boxLength; closestBoxW = at.boxWidth; closestBoxH = at.boxHeight;
|
||||
closestActive = activeAreaTriggers_.count(at.id) > 0;
|
||||
}
|
||||
}
|
||||
LOG_WARNING("AreaTrigger check: player=(", px, ", ", py, ", ", pz,
|
||||
") map=", currentMapId_, " closest=AT", closestId,
|
||||
" dist=", closestDist, " r=", closestR,
|
||||
" box=(", closestBoxL, ",", closestBoxW, ",", closestBoxH,
|
||||
") active=", closestActive);
|
||||
}
|
||||
|
||||
// On first check after map transfer, just mark which triggers we're inside
|
||||
// without firing them — prevents exit portal from immediately sending us back
|
||||
bool suppressFirst = areaTriggerSuppressFirst_;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue